Implement Tinker

(Focal x Focal)

Have a single item they fixate on, with a wide assortment of augments and patterns they can plug into that item.  They get no peripheral items, no bodysuits to wear, terminals to build, and only a few trinkets that specifically focus on repairing, charging up, or otherwise working with the item, but the ways they can customize their item are endless.

List A items are $1000 for the Omni-Blaster, and $500 for attachments.

List A

List B

List C

[B] Omni-Blaster

[A] Spray Barrel

[A] Auto Barrel

[A] Blast Barrel

[A] Whole Stock

[A] ADS Scope

[A] Recycler

[A] Launcher

[A] Motion Radar

[P] Pattern: Sear

[P] Pattern: AP

[P] Pattern: Thunder

Scan Trinket

Data Trinket

Repair Trinket

Pen Knife

Peashooter

Research: List A (weapons, suits, utility) and patterns researched at 100%. New specialties related to  can be researched at 25%, specialties outside these fields are researched at the same rate but only with applicable scans. Grenades are researched at 75% while all other List-C items and workbenches are researched at 50%.

Battalion

War x War

Desc:

Being a one person army.  Guns, missiles, and other military weapons in high quantity, quality, or both.

Bonus:

Always get guns & explosives, get build options for variant guns.

LIST A

Omni-Blaster

Template Tool

A simple, one-handed pistol-esque weapon. Fired with Dex and incremented at 20’. It perfectly integrates with any number of attachments and sidearms that are plugged into it. Augments may be plugged into the device to increase its efficacy, or change its use. For every three augments plugged in, increase encumbrance by one. For every single augment plugged in, increase the range by 10’. At its baseline, the Omni-Blaster deals a Lesser Shock on hit. Can be hidden on the tinker’s person and requires a DC4 Wits check to notice it.

There are - technically - no limits to the number of augments that can be plugged in. However, if the encumbrance exceeds the tinker’s limit the gun may become too unwieldy to utilize properly. Attachments can be removed with the same action that was required to add them.

Spray Barrel

Augment

Attached to the barrel of the Omni-Blaster as a partial action. Converts shots into a conical spray at the current range. If missing by a result of 1-2, foes instead take lesser damage (if already a lesser, then a lesser effect). Ignores conventional cover if within 20’ of the initial shot.

Auto Barrel

Augment

Attached to the barrel of the Omni-Blaster as a committed action. Cannot be used in conjunction with another barrel attachment. Allows full-auto spray at ½ Dex shots per round at -1 to hit. If headshotting, roll 1d4 with a headshot only possible on a result of 4.

Blast Barrel

Augment

Attached to the barrel of the Omni-Blaster as a committed action. Cannot be used in conjunction with another barrel attachment. Fired shots come out as firework-like blasts. These do functionally the same damage, but those hit must also make a DC4 Ath check not to be staggered. If the result is 2 or less, they are instead knocked down. This applies even to large foes.

Whole Stock

Augment

Attached to the back of the Omni-Blaster as a partial action. Converts the weapon into a two-handed rifle. Superior recoil control and automatic aim assistance negate any penalties by virtue of lack of training. In addition to this, if the tinker has not moved during the round they fire they gain a +1 to attacking foes within half the current range of the blaster.

ADS Scope

Augment

Attached to the top of the Omni-Blaster as a partial action. A scope is added to the weapon, allowing the tinker to spend their current partial to “setup” a shot. While setting up a shot, the tinker cannot move and takes a -1 to defensive checks. However, the current effective range of the Omni-Blaster is doubled. Being in “setup” mode can last as long as the tinker wants and can be deactivated as a free action. The scope allows the tinker to see through walls within the gun’s current range.

Recycler

Augment

Attached to the center of the Omni-Blaster as a committed action. At the beginning of their turn, the tinker can declare they are cycling a shot. For every round the tinker does not fire the gun after, the damage is increased by half a step. However, after firing the cycled shot they must make a Know check with the DC equal to the number of rounds they held off. If failed, the Omni-Blaster shuts down for half that many rounds (rounded down).

Launcher

Augment

Attached to the underside of the Omni-Blaster as a partial action. It allows the tinker to fire grenades at half the current range of the blaster. These grenades deal the same amount and type of damage the Omni-Blaster currently does in a 10’ zone. Holds one grenade at a time and requires a partial action to reload, but does not require ammunition of any kind.

Motion Radar

Augment

Attached to the side of the Omni-Blaster as a partial action. Every other round it emits a “ping” within the current range of the blaster. This ping highlights any animal larger than a cat and a rough active “threat” level. I.E. one would know the difference between an enemy cape and an allied one, however this also depends on whether or not said individuals know of the cape’s presence.

LIST B

Pattern:
Sear

Can be applied to the Omni-Blaster. Damage type is changed to burn and melts inorganic substances (including technology) much faster. Small items will be destroyed instantly with larger items or terrain pieces melting in 3-4 rounds.

Pattern:

AP

Can be applied to the Omni-Blaster. Damage type is set to pierce and is far better at breaking defenses. Ignores the first layer of armor of a foe, and on a natural roll of 5+ either pierces an extra layer or breaks a layer of armor (tinker’s choice).

Pattern: Thunder

Can be applied to the Omni-Blaster. Damage type is set to bash and is capable of knocking foes off their feet. Shots knock foes back 5’ when hit unsuccessfully, or 10’ if successful. If a foe fails a defense check by a difference of 3+, they are also deafened for the following round and dealt confused.

LIST C

Scan Trinket

Minor Item

On use, scans a parahuman with X or X ability, or scans the direct and ongoing abilities of these types, granting 50% research progress toward a new research.  Can act as a diagnosis tool.  Returning to the workshop, the tinker can recharge the trinket and allow this to be used again on future deployments.

Data Trinket

Minor Item

While held, the tinker has access to all computer data and can treat this as a smartphone or palm pilot.  

Slapping this onto a piece of tech allows this trinket to hack that tech as a skill 3 computers user, or it can be used in coordination with the tinker’s own ability for a +2 to computers rolls.  Either of these trinket uses expends this function of the trinket (it remains useful as a personal data device) until the tinker recharges it at the workshop.

Repair Trinket

Minor Item

Repairs an item to functionality.  Requires a full round, and is spent on use.  Returning to the workshop, the tinker can replace the used parts and allow this to be used again on future deployments.

Penknife

Minor Item

A rectangular object that fits in the cape’s hand. As a partial action can be drawn into a one-handed shortsword with the Light, Keen, and Fragile qualities. Can be hidden, only detectable by a Wits roll of DC5.

Peashooter

Minor Item

A pistol that can be hidden in the cape’s pocket. Can be drawn and fired with a partial action if its the first time during the encounter. Aimed with Dex and can go up to 10’. Deals a Lesser Pierce and holds three shots before needing to be reloaded at the tinker’s workstation.