Tinkerer
| Tinkerer | |
|---|---|
| Class | Traits |
| Type | Positive Trait |
| Points | -4 |
| Skill Boosts | Maintenance: +1 |
Tinkerer gives a character a head start in Maintenance. It adds one level to the skill.
It is a positive trait and costs 4 points at character creation. It suits a melee fighter who relies on the same weapon for a long time. Maintenance helps weapons last longer before they break.
Tinkerer Effects
The extra Maintenance level makes weapons wear out more slowly in fights. A good bat or axe stays in service for longer. Fewer weapons break in the middle of a fight.
Maintenance also governs repairs. A higher level gives better results when fixing a damaged weapon.
The skill grows with use. Fighting with melee weapons and repairing them both add experience. The extra starting level puts the character a step ahead.
Tinkerer Skill Boosts
Tinkerer adds these skill levels when the character is created.
| Skill | Levels |
|---|---|
| Maintenance | +1 |
Picking Tinkerer
Tinkerer fits a melee build. The 4 points buy a lasting edge for anyone who fights up close.
Other traits also include a Maintenance level along with more skills. Handy and Bushcrafter each add Maintenance among several others. Blacksmith Knowledge adds it with Blacksmithing. A player buying one of those may not need Tinkerer as well.
A firearm user who rarely swings a weapon will gain less from it.
Notes
- Adds one level of Maintenance.
- Melee weapons wear out more slowly.
- Handy and Bushcrafter also include a Maintenance level.
- Best for players who fight up close.
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