A variant Mage similar to a Techno-Wizard, but oriented towards fixing things, not building them.
The Tinker Mage also known as Gearmender, Handyman Mage, Trademage, Tradesman Mage, or Gearsmith.
The Tinker Mage is a rare variant of the Mystic. Their abilities are intuitive and geared toward reparing or fixing things.
Like other mystics, they possess both psychic and magical powers. Unlike other mystics, the Tinker mage does not shun technology.
The Tinker Mage is practical and insightful regarding "things". They just make sense. Whether it's a car engine, a computer, or an ancient lock, it can be fixed or altered.
What the Tinker Mage is not is a creator of new things. While one might be able to modify your rifle, they usually do not have the skills to create a new rifle design. Also, while they can use and understand TW and Psi-Mechanic devices, they cannot design or create either.
Special Abilities of The Tinker Mage (IQ bonuses apply to all)
1) Master of Repair and Tinkering: The Tinker Mage can repair and modify just about anything. This reflected in the mage's starting skills (see below). In addition, the Tinker Mage does not suffer any penalties with unfamiliar, advanced, or alien technology.
2) Psionic Powers of the Tinker Mage: Starts with Machine Psychic Diagnosis (machine psionics), Object Read (sensitive), and Psychic Repair (machine psionics).
3) Additional Psychic Abilities: At each level, starting at level 1, pick 2 more powers from the following list:
Bend Metal (machine psionics), Charge Battery (machine psionics), Energy Conduit (machine psionics), Living Battery (machine psionics), Machine Activation (machine psionics),
Machine Psychic Diagnosis (machine psionics), Open Lock (machine psionics), Psychic Repair (machine psionics), Telekinesis (minor) (physical), Telekinetic Lift (physical)
After all the powers from this list have been gained, the character can choose powers from the minor categories of Physical or Sensitive, or the special category of Machine Psionics (see BTS 2)
4) I.S.P. Base: Roll 1D4x10 + 10 plus the character's M.E. number to determine the base Inner Strength Points. The Tinker Mage is considered a Major psychic so he receives another 1D6+1 I.S.P. per each additional
level of experience.
5) Initial Spell Knowledge: The Tinker Mage's spell knowledge is intuitive. The mage simply cannot explain why certain things make sense, including the magic of fixing and manipulating things. Starts with 8 spells from the following list(spells for fixing and altering, all of which cost the Tinker mage 1/2 the normal P.P.E. cost):
Cleanse, Collapse, Create Golem, Create Steel, Create Water, Create Wood, Electric Arc, Energy Disruption, Extinguish Fire, Heal Self, Heat Object / Boil Water, Ignite Fire, Impervious to Energy, Impervious to Fire, Iron Wood, Lantern Light, Light Blade, Manipulate Objects, Melt Metal, Mend Metal, Mend the Broken, Mystic Fulcrum, Negate Mechanics, Phantom, Power Weapon, Speed Weapon, Superhuman Endurance, Superhuman Strength, Telekinesis
6) Learning new spells: At second level, the mage can select 8 new spells from the previous list. At third level the mage learns all of the remaining spells.
Beginning at 4th level, and at each additional level, the Tinker mage can select 2 new spells like other Mystics, limited to spells of the Tinker Mages current level or less and never higher than 6th level. If a spell is deemed to be one of repair or alteration and then the selection is limited to the Tinker Mage's current level or less (ie spells that fit the class concept can be higher than 6th level).
Like other Mystics the Tinker Mage can select from a wide variety of spell lists, but any combat spells (besides the ones listed in number 5, above) cost the Mage double the normal P.P.E. cost. Oddly, other spells (including Chaos Magic and Warlock spells) do not cost the Tinker Mage more to cast, unless they are combat spells
7) P.P.E.: Like all magic wielders, the Tinker Mage is a living battery of mystic energy. Permanent Base P.P.E.: 1d6X10 + 20 plus P.E. attribute number.
Add 2D6 P.P.E. per each additional level.
The Tinker Mage can also draw P.P.E. from ley lines (10 points per melee round), nexus points (20 points per melee round), and other people through blood sacrifice and when freely given. It's all explained in
the section entitled The Pursuit of Magic.
P.P.E. Recovery: For the Tinker Mage, spent P.P.E. recovers at a rate of five points per hour of sleep or rest. Meditation restores P.P.E. at 10 per hour of meditation and is equal to two hours of sleep when it comes to recovery from fatigue and physical rest.
Tinker Mage O.C.C. Bonuses: +1 to I.Q., +2 to P.S., and +1 to P.P. attributes; +1 to save vs. Magic, Possession, and Psionics at levels 1, 3, 6, 9, and 12; +2 to save vs. Horror Factor, +1 vs. Horror Factor at levels 3, 6, 9, 12, and 15; +1 to Perception at levels 1, 3, 6, 8, 10, 12, and 14; double when on a ley line.
Tinker Mage O.C.C.
Alignment: Any
Attribute Requirements: I.Q. 10, M.E. 12, and P.E. 10 or higher.
Race: Any race that can utilize both magic and psionics.
O.C.C. Skills: (Chaos Earth) Mainly common skills known to most people of Chaos Earth. Most of the character's skills have been learned on the job or while doing DIY
Speak, Read, and Write (Literacy) Native Language at 86% (typically English, Spanish, or French)
Basic Math (+10%)
Basic Electronics (+10%)
Basic Mechanics (+10%)
General Repair and Maintenance (+15%)
Jury Rig (+15%)
Physical skill of choice
Computer Operation (+15%)
Land Navigation (+5%)
Lore: Any (+10%)
Pilot: Automobile or Motorcycle (+10%)
Pilot: Vehicle of Choice (conventional: +10%)
Two Domestic skills of choice (+10%)
Two Technical skills of choice (+10%)
Hand-to-Hand Basic (can be upgraded to Expert as two other skills, Martial Arts three, or Assassin (if Anarchist or Evil) counts as four)
O.C.C. Related Skills: The people of Chaos Earth were members of an advanced civilization and culture before the ley lines erupted and Armageddon ensued. Consequently, most are highly educated with a high school education and some college or trade school type training for most adults. However, unlike other Chaos Earth characters, the Tinker Mage is usually a generalist. As a result, the Tinker Mage does not benefit from the normal "skilled professional" bonus. Select an additional eight skills from any of the available categories listed below, and 2 additional skills at levels 3, 6, 9 and 12. All new skills start at the base skill level.
NOTE: The Tinker Mage tends to pick up bits of knowledge here and there. This creates a wide range of options
Communications: Any
Domestic: Any (+10%)
Electrical: Any (+5%, +15% for repair)
Espionage: None
Mechanical: Any (+5%, +15% for Armorer/Field Armorer, Locksmith, and Repair)
Medical: First Aid only
Military: Any (+5%, +15% for Armorer/Field Armorer, Demolitions Disposal, and Trap Construction)
Physical: Any except Acrobatics, Gymnastics, Wrestling, and Boxing
Pilot: Any (+5%)
Rogue: Any
Science: Advanced Math (+15%) and Astronomy (+10%) only
Technical: Any (+10%)
W.P.: Any
Wilderness: Any
Secondary Skills: The character gets six secondary skills at level 1, and an additional Secondary skill at each level starting at level 2. These are additional areas of knowledge that do not get the advantage of the bonuses listed in parenthesis above. All new skills start at the base skill level and normal restrictions apply.
Starting Equipment: Most survivors of the initial cataclysm have only the clothes on their backs and a few items they have salvaged or scavenged. Gear includes an air filter or gas mask, worn but rugged overalls, a knit cap, work gloves, water-proof workman’s boots, three pairs of socks, goggles or sunglasses, 1D4 +1 changes of clothes, a heavy jacket or coat, belt, satchel or duffle bag, back pack, Multi-function tool or Swiss Army Knife, First Aid kit, pocket computer, 1D4 notebooks, 1D4 permanent markers, 1D4 mechanical pencils, 1D4 pens, flashlight, disposable lighter, some rope or cord (20-50 feet), canteen, 1D6 plastic water bottles.
Also has one S.D.C. weapon per weapon proficiency but does not have a vehicle or armor.
This character, perhaps more than any other, will seek out and use magical equipment.
Money: Has 1D6 x 1000 credits (which are all but worthless now) and 1D6 x 100 credits worth of tradable goods. May or may not find employment or have a job that still provides some sort of pay (room and board, food, protection, etc.).
Cybernetics: None and avoids them like the plague (cybernetics interfere with psionics and magic).
XP:
1 0,000-2,120
2 2,121-4,240
3 4,241-8,480
4 8,481 - 16,960
5 16,961-24,960
6 24,961 - 34,960
7 34,961 - 49,960
8 49,961 - 69,960
9 69,961 - 94,960
10 94,961-129,960
11 129,961 - 179,960
12 179,961 - 229,960
13 229,961 - 279,960
14 279,961 - 329,960
15 329,961 - 389,960