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Tinker

A Tinker is a Mask whose primary focus lies in the creation of various objects and devices. They possess a unique talent for crafting, modifying, or manipulating physical constructs, ranging from technological gadgets to fantastical inventions. Notably, Tinkers have the capacity to shape a wide array of items, including non-living creations, living beings, and even abstract concepts.

Notable Examples:

Sub-Classifications (Internal Use):

  • Artifice: Concentrates on tinker-focused inventions and specialized machinery.
  • Data: Specializes in knowledge processing and information-related devices.
  • Ego: Creates items with a self-enhancement or personal empowerment aspect.
  • Elemental: Manipulates specific forms of energy or elemental matter.
  • Growth: Focuses on large-scale structures, emplacements, and devices.
  • Life: Centers on healing, genetic manipulation, and creation of life forms.
  • Travel: Constructs vehicles, transportation devices, and movement-enhancing gadgets.
  • War: Focuses on combat-related weaponry and equipment.

Encounter Protocol:

When encountering a Tinker, it is essential to assess the nature of their creations and capabilities. Masks should prioritize information gathering to understand the range, functionality, and potential weaknesses of the Tinker's inventions. The most important facet of facing Tinkers is not allowing them the time to build up their arsenal. Sentinels must be the most proactive when facing Tinkers. However, facing a Tinker in their workshop should also be avoided, as it is most often the safest place for them.

Countermeasures

  • Containment: Isolate and contain the Tinker's creations within controlled environments to minimize their threats.
  • Destroy. Destroy the Tinker's creations whenever possible to prevent the reuse of their resources.
  • Disruption Techniques: Employ strategies and technology disruption methods to interfere with the Tinker's creation process.
  • Information Gathering: Gather intelligence on the Tinker's past creations and preferences to anticipate their actions and adapt countermeasures accordingly.

Power And Danger Scale (1-10):

Required Resources:
  • 1-3: Minimal resource requirement, able to construct basic devices with readily available materials.
  • 4-6: Moderate resource investment, capable of producing more sophisticated or specialized creations.
  • 7-8: Significant resource allocation, necessary for the development of complex, advanced inventions.
  • 9-10: Exceptional resource demand, often involving rare or exotic materials, as well as extensive facilities.
Durability:
  • 1-3: Fragile creations, susceptible to damage from minor impacts or disruptions.
  • 4-6: Moderately durable, capable of withstanding moderate stress or interference.
  • 7-8: Robust constructions, resilient to most forms of standard damage or interference.
  • 9-10: Highly durable, able to withstand significant levels of stress, damage, or interference.
Time Required:
  • 1-3: Swift construction, capable of producing basic creations in a short span of time.
  • 4-6: Moderate construction time, necessary for the development of more complex or specialized inventions.
  • 7-8: Extended construction duration, often requiring significant time investment for intricate creations.
  • 9-10: Prolonged construction process, involving substantial time and effort to produce highly advanced or large-scale devices.

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