Never could leave well enough alone, could you?
MCKEEVER, NEW YORK, IN THE ADIRONDACK FOREST PRESERVE - Anne LaBastille |
Class: Tinker
Starting Equipment: the smashed up guts of a spinning jenny -or- a wad of land deeds, each with slightly misdrawn borders -or- 4d10 pieces of broken cutlery
Tinker: You can fix any simple inanimate mundane object that you can fit inside of your cupped hands. This doesn't add mass to the object, instead just spreading out whatever is there to patch it. If you need to fix anything bigger, you'll need to figure out how to get bigger hands.
Fribble: If you can successfully dismantle an object, you can innately understand everything about it. However: you can never put it back together again in that the same way.
Squirm: While your character is engaged in any sort of job, quest, long task, etc. (on behalf of a character whom holds Esprit for them): if you drop everything on the spot and abandon your labor you and anyone travelling with you moves ten times as fast, but in a random direction / to a random location.
Twitch: As your GM is first describing a scene, if you interrupt them before they get too far in, you can announce your character is working on some sort of manual labor or creating some craft. Your character finishes whatever they are working on by the time your GM finishes / play resumes.
Wriggle: Your character can move the bones and anatomy of a willing creature (a character whom holds Esprit for them) around. This is painful while it lasts and makes the related body parts useless for anything else, but makes them impeccable at their appointed task (e.g. reshaping a hand into a flipper for swimming). This lasts permanently, or until that body part is burned by a hot flame.
Shuffle: As long as your character has at least 23 pounds of biological material from each target involved in this ability, they can cause any number of targets (Your character can cause any number of characters whom hold Esprit for them) to spontaneously share a biological familial bond of your choice. This counts for any magical purposes, as well as in the eyes of the law.
Writhe: Your character can melt down a handful of any material, and use it to patch up or repair something made from the same material (e.g. repair a wooden chair with a fistful of molten wood, seal a wound with a lump of molten flesh, etc). This patch inevitably breaks after a few hours or if put under strain.
Fiddle: If you, the player, can describe something in a suitably interesting juxtapositional or poetic sort of way (to at least one character who holds Esprit for them), your character can cause everyone looking at what they are describing in that way from there on after (e.g. if you point out the dome of the king's palace sort of looks like a turd, everyone thereafter will be able to see the turd even if they never heard your character say that).
Trifle: Your character can change any law of the land by burning an amount of money determined by your GM, with more fundamental / entrenched laws requiring greater and greater amounts of money. (There's also nothing stopping kings or councils from just like, re-decreeing the law back to how it was beforehand but they usually have to notice it changed first. Use that time wisely.).
Fidget: Describe some vulnerability of your character- physical, mental, whatever. By making a high-effort effigy of themselves, defacing it, and burying it- they can bundle up that weakness and swallow it down, burying it deep somewhere within their body. Whenever your character does this, it hides away that weakness in the same body part each time. Make all of your mortal weaknesses reside in your pterygoid hamulus or whatever. This works until that body part is struck, at which point it all bubbles back up to the surface at once. Careful not to over do and suffer the same fate as so many ego-drunk Tinkerers.