Tinker Quest (Current Character: Ajax Washington)

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Ok, lets try something like this...

[X] Plan: Lovecraftian Tech
-[X] Chaos: Ask a tinker how their tech works, and they can talk for hours. But not you. You aren't even sure how you built this darn thing, but when it works it works.
-[X] Liberty: You don't quite play by all the same rules other tinkers do. No special benefits to what you build, but one of the usual 'being a tinker' problems isn't your problem.
-[X] Life: You know those stories about bio-tinkers? You're a biotinker. You work with living systems, whether it's the leafy greens, chimeric abominations, or the science of life itself.
-[X] Artifice: You work with the technology of technology, whether it's yours or somebody else's. Nanobot swarms, modular engineering, incubation vats... your tech's the meta-tech.
-[X] Totality: You know the world is made up of all its parts. Not just the ones you like, and not always the ones you want. But that diversity is what makes us who we are.
-[X] Mystery: You know the way forward isn't always clear, and sometimes unexpected truths turn up when you cast the world in a new light. The shadows have a lot to hide.
-[X] Backstory: You are a scientist, who spent a lot of time researching powers and parahumans. But you gave up on dream of understanding this phenomena via usual ways, because it seems like it doesn't want to be understood like anything else. So your focus fell on some less mainstream, more esoteric directions of study... You are almost sure someone created powers, they must be artificial. Your colleagues stopped understanding you.
-[X] New York City: Somewhere in the general vicinity of greatness, that's for sure. Better bring your A-game to this one, pally.​

[X] Plan: Architect of oneself
 
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[X] Plan: Premature Midlife Crisis Cape
-[X] How does your tinkering work?
--[X] Liberty: You don't quite play by all the same rules other tinkers do. No special benefits to what you build, but one of the usual 'being a tinker' problems isn't your problem.
--[X] Liberty: You don't quite play by all the same rules other tinkers do. No special benefits to what you build, but one of the usual 'being a tinker' problems isn't your problem. x2
-[X] What does your tinkering do?
--[X] Impulse: You make tech to do stuff for you. Robotics, automated security systems, monster hatcheries, tech-gardens... whatever it is, it'll do its own thing while you do your thing.
--[X] Impulse: You make tech to do stuff for you. Robotics, automated security systems, monster hatcheries, tech-gardens... whatever it is, it'll do its own thing while you do your thing. x2
-[X] What do you value most?
--[X] Clarity: You know what matters most. When all is cast to ruin, when all is left to dust, when the star of hope has fallen, your tower still stands among the ashes.
--[X] Clarity: You know what matters most. When all is cast to ruin, when all is left to dust, when the star of hope has fallen, your tower still stands among the ashes. x2
-[X] What's your backstory?
--[X] You were one of the victims of a burgeoning global world dying to beasts of ash and tide. You know you could do so much more, you saw that the numbers and trends were there before the capes came. The world failed you, made you languish in a mediocrity of dead-end jobs to pay amounting debts. You're wasting away, forever obscure for failing the cosmic lottery.
-[X] And... where are you, exactly?
--[X] The Suburbs: Any city has small towns around it, and the big three above practically spill over into each other.

The Factory must grow.
 
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[X] Plan: Fear Machine
-[X] How does your tinkering work?
--[X] Multithreaded: Most tinkers have a field of expertise, but you get two. Maybe even three. Each one's pretty okay on its own, but when you put them together, all kinds of fun can happen.
--[X] Architect: You have a plan, and it's a big plan. In fact, it's so big, you could probably take over a city with it! You're on the fast track to building a megaproject.
-[X] What does your tinkering do?
--[X] Psyche: Your tech's about getting into people's heads. Whether it's hypnosis, dream manipulation, mind control rays, or the classic brain-in-a-jar, you're great at making new friends.
--[X] Control: Your tech's all about being in charge. Fortifications, battlefield suppression, administration, strategy, absolute domination of free will... whatever it is, you're the boss of it.
-[X] What do you value most?
--[X] Aspiration: You aspire to greatness and personal success, and you measure your worth by your accomplishments. Yours is a road paved with milestones.
--[X] Victory: You know being right doesn't matter if nobody stands up for it. In a world where evil only triumphs when good does nothing, you're gonna do something.
-[X] And... where are you, exactly?
--[X] New York City: Somewhere in the general vicinity of greatness, that's for sure. Better bring your A-game to this one, pally.
-[X] What's your backstory?
--[X] A young politician who has been under pressure from competitors for a long time.

The concept is based on my favorite game Fabulous Fear Machine. In it, the player inflates the fears of the population in order to send telepathic messages to control people.
I think this is a pretty cool concept, especially considering how few quests there really are about masters, much less Tinker masters.

[X] Plane: Architect of Dreams
[X] Plan: Architect of oneself
[X] Plan IT'S ALIVE!!!
[X] Plan: Lovecraftian Tech
I like this idea, but wouldn't Mad Scientist be more suitable for this concept than Liberty?
I mean, it seems Mad Scientist also provides a lot of freedom in design and also adds power. At the same time, those breakdowns and incorrect triggers reflect the cosmic horror of when alien alien technology begins to rebuild the human body in a different way than intended.
 
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[X] Plan: Young Fanon Armsmaster (but less of an asshole)
[X] Plan: Sword-Logic


I'm a bit surprised that all the leading plans seem to be going for adult protagonists. Personally, I prefer teenage protagonists with a heroic streak, but I do understand that an older protagonist would be a breath of fresh air in Worm fanfic.
 
[X] Plan: Master of the Tower

[X] Plan Voltron
-[X] How does your tinkering work?
--[X] Controller: You know those tinkers who make robots, and not much else? That's you. You're the robot tinker. Good news is, you're really good at making robots.
--[X] Architect: You have a plan, and it's a big plan. In fact, it's so big, you could probably take over a city with it! You're on the fast track to building a megaproject.
-[X] What does your tinkering do?
--[X] War: You're all about that military tech. Maybe you're guns, radar, artillery, tanks, flamethrowers, chemical weapons... whatever it is, you've got the art of war down to a science.
--[X] Travel: You're going places, and you're going there fast. Vehicles, personal propulsion systems, stimulants, time control... whatever it is, you've got the tools to get there first.
-[X] What do you value most?
--[X] Companionship: You value the bonds you've made with others, be it family, friends, or lovers. For you, a life worth living is found in the hearts of those you love.
--[X] Victory: You know being right doesn't matter if nobody stands up for it. In a world where evil only triumphs when good does nothing, you're gonna do something.
-[X] What's your backstory? (write-in vote; no trigger events!)
--[X] (Write-in) all your life you've never been one to think small, or underestimate the people closest to you. As you grew up however, you started to realise how dangerous the universe was, and how more than just heroes were needed to keep the earth safe. It needed a defender. Something that would stand the test of time. You were going to build that defender.
-[X] And... where are you, exactly?
--[X] Brockton Bay

An approval vote and one last plan after the last ones flop.
 
How does Factorio's Factory help the player with things outside the walls? Or for that matter, how does The Castle help the Heterodyne family with things outside the town?

Honestly I just want to build a gigantic Tinker tower thing and use it to do as many different things as we can persuade the DM to consider plausible. Figuring out a narrative around "strange Tinker builds huge tower in abandoned strip mine" is Witherbrine's job, and I'm very confident in his ability to make something interesting of a megalomaniacal fixation on building a stratoscraper tall enough to be seen from both coasts.

1. The idea of having a central focus- like the tower- and growing that more and more as we work on stuff is actually a classic for an entire GENRE of stuff in fiction. Dungeon Core Stories. You're recreating an early interpretation of that genre, the dungeon tower, or tower of the gods. Basically, a Tower full of incredible technology and scientific marvels and wonders, all focused on helping train heroes, providing compelling rewards to those who enter and danger in equal measure to those who delve. All alone, you're already impressive, but slap on additional Tinkers who can work alongside you and integrate into the Tower, and you've got even more impossible and amazing stuff. If we want to spread our Tower to other places and grow beyond that... well. Have the tower build a 'Ground Floor Nexus' and have it form 'seeds' that, when planted elsewhere' grow either another tower, or just a portal into YOUR tower. Possible with spacial warping ensuring everything is layered on top of itself or bigger on the inside or both. Spread your tower that way, or make it a robot-producing factory, or a massive computer that can hack into any system on the planet, or... anything! You can even spread to other dimensions for power/resources/more interactive potential if you want.

It's an amazingly cool idea, personally, and I love it.

2. You're a giant, seemingly self-building tower in the middle of nowhere that is eternally growing and sometimes does weird things. If you start to have the towers or entrances spread? If you start to have it send out stuff? if you make it a juicy target? People will come and enter and explore, and then the fun gets GOING. It'll be amazing. And yes- dungeon tower is a cool idea that is definitely worth considering.

Also, I've seen the QM's writing before. He's amazingly talented, and clearly puts in effort and work. I'm not gonna doubt he'll make it an amazing story to read no matter which plan is chosen.

So how are we gonna get the materials for this supposed Eldritch tower when many new Tinkers struggle to get materials to make something half the size of your average room.

They do, but the OP mentioned moving to an abandoned mining town as a starting place. Use the old mine to extract stuff, or even just materials left behind, alongside what's left of the refinery, and bam. Materials to start with. Plus we already have some building around us. No reason not to use them. All we need is a way to get the tower started on gathering more materials, and refining those materials for use. Then we can handle the rest until it can use it's own materials to build itself, as described in the plan. It'll be a rough few starting turns trying to set everything up, but after that, it'll be a fascinating new take on what can be done.
 
They do, but the OP mentioned moving to an abandoned mining town as a starting place.
I should have said this a bit earlier but I missed that part.

If that vote wins you won't be starting in a literally abandoned town. It'll more be a mining town on its last legs, maybe 2-3k people left with the mines shut down. So in the middle of nowhere but not literally absndoned.
 
It's an amazingly cool idea, personally, and I love it.

Huzzah, a man of quality! You my friend are picking up exactly what I'm laying down. The only reason I didn't just say "Dungeon Core" out loud was because I didn't want to give people mixed impressions by cross-pollinating with that genre's tropes.

I also dun wanna be Kayaba.

Alright, maybe Abridged Kayaba if people deserve it.


They do, but the OP mentioned moving to an abandoned mining town as a starting place. Use the old mine to extract stuff, or even just materials left behind, alongside what's left of the refinery, and bam. Materials to start with. Plus we already have some building around us. No reason not to use them. All we need is a way to get the tower started on gathering more materials, and refining those materials for use. Then we can handle the rest until it can use it's own materials to build itself, as described in the plan. It'll be a rough few starting turns trying to set everything up, but after that, it'll be a fascinating new take on what can be done.

In addition to Dungeon Core stories, machine complexes that harvest the materials they need to grow bigger are also a staple genre, and I aimed [Element] and [Impulse] right at that genre. In Factorio they say that "the Factory must grow", and I say "The Tower must rise".


I should have said this a bit earlier but I missed that part.

If that vote wins you won't be starting in a literally abandoned town. It'll more be a mining town on its last legs, maybe 2-3k people left with the mines shut down. So in the middle of nowhere but not literally absndoned.

Oh nice! There's definitely some room to run with that, and it'd be fun to get to interact with the part of the population that's extremely disinclined to give a singular solitary damn about nosey city slicker G-men poking around after the town's been left to rot by the companies.
 
[x] Plan: DOCTOR! HELP NOW!
-[X] How does your tinkering work?
--[X] Hyperspecialist
--[X] Liberty
-[X] What does your tinkering do?
--[X] Life
-[X] What do you value most?
--[X] Aspiration
--[X] Commitment
-[X] And... where are you, exactly?
--[X] The Suburbs

-[X] What's your backstory?
--[X]
A Doctor that just graduated from Med School.
 
I dunno, maybe something like this? I have no idea what kind of backstory to make.

[X] Plan: It Doesn't Matter
-[X] How does your tinkering work?
--[X] Hyperspecialist
--[X] Mad Scientist
-[X] What does your tinkering do?
--[X] Data
--[X] Psyche
-[X] What do you value most?

--[X] Introspection x2
-[X] Backstory:
You are one rich university dropout. Clever and aware of what you want, but knowing the world and humanity as it is going to end soon due to all bullshit in the world. So you decided to just live you last years as good as you can, doing what you actually want and spend the remains of your inheritance on hedonism.
-[X] And... where are you, exactly?
--[X] Brockton Bay:
One might suspect this city was made to tell the stories of heroes and villains. And, well, they're probably right.

[X] Plan: Architect of oneself
 
All alone, you're already impressive, but slap on additional Tinkers who can work alongside you and integrate into the Tower, and you've got even more impossible and amazing stuff. If we want to spread our Tower to other places and grow beyond that... well.

Forgot this bit before, but yeah that'd definitely be an angle I'd support. They say that there's nothing as dangerous as a Tinker in his lair, so what if we had many tinkers in this lair? If we managed to get established enough to act as a kind of haven for Tinkers, not the heroic or villainous Tinkers, not the aggressively mercantile Tinkers like Toybox, but the kind of Tinkers who want to be left alone to build their various thingamajigs in peace, we'd have a community of...

Well we'd have a community alright.

Which is not to say or assume that things would stay peaceful, because we all know they wouldn't. But it'd be nice and amusingly disruptive to create an alternative to the usual ogre's choice of "be forced to work for a gang, work for the Protectorate under heavy scrutiny, or go it alone and end up a statistic".
 
I'm pretty sure, with Hyperspecialisation, rather than having one great big tower we expand to other places, we would be building multiple separate Towers. Focal is what you want if you wanted one singular tower with all sorts of expansions and upgrades, Hyperspecialisation and Architect just means your plan is only capable of building largescale weaponry, similar to String Theory. All Doomsday Devices, with no personal scale tech.
 
[] Plan: Simurgh bomb
-[] How does your tinkering work?
--[] Chaos
--[] Mad Scientist
-[] What does your tinkering do?
--[] Data
--[] Psyche
-[] What do you value most?
--[] Optimism
--[] Clarity
-[] Backstory: You're a Simurgh bomb, and you know it. But it doesn't matter, because the big winged mommy wants only the best for humanity, you are absolutely sure of it. Although you don't understand why she's acting so aggressively, it's none of your business, you're just building funny things that bring chaos and fun by advancing her plans.
-[] And... where are you, exactly?
--[] Brockton Bay: One might suspect this city was made to tell the stories of heroes and villains. And, well, they're probably right.

It's just a funny idea about the "good" Simurgh bomb that stuck in my head. An innocent villain who doesn't need a reason to act other than chaos and fun. The fun itself depends on the players, it can be such things as the suggestion of funny hallucinations and temporary body exchange to something serious like identity deletion and the creation of memotic viruses.
 
I'm pretty sure, with Hyperspecialisation, rather than having one great big tower we expand to other places, we would be building multiple separate Towers. Focal is what you want if you wanted one singular tower with all sorts of expansions and upgrades, Hyperspecialisation and Architect just means your plan is only capable of building largescale weaponry, similar to String Theory. All Doomsday Devices, with no personal scale tech.

On the contrary, I'm working under the understanding that Focal would make us great at building "towers" specifically, but wouldn't give us as much flexibility to say, dig a geothermal borehole, or build a thermoelectric smelter, or design a self-directed graphene loom. All sorts of things that would go into a self-contained megastructure, but none of them things that a Focal Tinker could call a "tower". Like, say, Armsmaster trying to build a personal jet, his miniaturization specialty would be a help, but not enough that it'd outweigh what an actual "Aerospace" Tinker could make.

Suppose we could just ask: @Witherbrine26, what would the difference be between [Architect] with [Hyperspecialization] and [Architect] with [Focal] be?
 
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@Witherbrine26 What can we do if we have a combination of Data X Psyche?
Skill based stuff, that can be stealing them, deleting them from other people or just learning real fast
@Witherbrine26 does the Liberty x 2 still result in a Garden Tinker? What does Impulse x 2 look like?
Yes Liberty 2 is Garden

Impulse 2 is pure drones, you'll have almost no personal stuff and focus pretty much entirely on drones
 
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