Philosopher's Tinker (Worm)

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Congratulation! You are a recently Triggered Philosopher's Stone Tinker. However…something went a bit wrong. Or perhaps fortunately? Either way, you function similarly to Free Tinkers. You don't have a specialty beyond your core item so, theoretically, you could build anything…but beware, this world functions on this rule; power has a cost. May you live an interesting life.
Mechanics
Our materials must rank up with our tinkering.


Rank
Augments
Megaproject
Flaws
0​
0​
0​
3​
1​
0​
0​
2​
2​
1​
0​
2​
3​
2​
0​
1​
4​
3​
0​
0​
5-6​
3​
0​
0​
7-8​
4​
0​
0​
9-10​
4​
0​
0​
11-12​
5​
0​
0​
13-14​
5​
1​
0​
15-16​
6​
1​
0​
17​
6​
2​
0​



At the start we must choose what material to make it out of using this chart.



Core Is...
Rank Bonus
Derived of something costly (2k+)
+1​
Derived of something expensive (5k+)
+2​
Derived of something priceless (20k+)
+3​
Derived of materials tied to trigger
+1​
Derived of materials driving conflict
+2​
Derived of materials taken from someone prominent that shards recognize
+3​


Otherwise we start at Rank zero. Megaprojects can only begin at Rank 13. If no notable materials were used then we cap out at Rank 12. To progress between ranks a material quota must be fulfilled before you can begin upgrading.



Augments: Direct upgrades and benefits for your tinkertech. As a Tinker relying on a singular reliable equipment this is your bread and butter. These add-ons are usually dividable into seven categories; power, boost, utility, target, relay, data, and defense. Don't worry if you don't have all seven, not like you have space for all of them. No need to clutter your options when you can hone something to perfection.



Equipment: Normally, this would be what a Tinker makes regularly. A halberd, a wild variety of bombs, minions, chemicals, and a lot else. In special cases, like you, this is flipped on its head. Your primary tinkering is your Core and everything else comes in second or worse. For you, equipment comes in third making them basically lesser tinkertech. Things that can be made by most other Tinkers. Equipment is how you can use certain cores when they aren't usable by themselves. Limited to Core's specialty. Relatively cheap and objectively worse than other tinkers'.



Megaprojects: The crowning achievement of most Tinkers. And the only reason it isn't for the others is because they specialize in Megaprojects, making them more common. These are the weapons that can take a chunk out of the moon, a bomb that fries out all electronics in 2000 mile radius, the halberd disintegrating anything it touches. Beware the Tinker that completed theirs.



Materials:

Materials come in four levels:


  • Common - Metal, Wood, Common Plastics
  • Uncommon - Electronics, Silicates, Uncommon Plastics
  • Rare - Valuable Metals, Rare Earth Elements
  • Exotic - Gems, Esoteric Items


Material Uses:


  • Common: Physical Structure
  • Uncommon: Electronic/Hydraulic/Biological/etc. Systems
  • Rare: Esoteric Effects (e.g. Dimensional)
  • Exotic: Extreme Esoteric Effects (Sentience/Sapience, Extremely large-Scale, Extreme-Precision, Possibly physics breaking)


Fuel:

  • Common: Easily got. Store bought, essentials, plants just in your garden. [+1%]
  • Uncommon: Specialized stores have it (electronics, pharmacies, flower shops, etc.). A rare plants/animals restricted to places that might not exist nearby but might be abundant in that place. Tinkers get caught because of buying these usually. [+5%]
  • Rare: Connections needed to buy this (ammo, special grade liquids, restricted medicine, etc.). Might exist in nature but restricted to only in extreme places (top of mountains, inside caves, underwater below 1000m depths), otherwise an endangered species. [+10%]
  • Paranormal: Parahuman made. This can be esoteric effect, physics breaking alloys, flesh from Master-made minions, etc. [+25%]
  • Unique: A resource requirement unique to the Core in question. These kind of resource needs rarely show up, mostly left to Midas Tinkers who mainly work with them. There isn't really a rule for this beyond that it has to fit the Core's theme and that it has to be "a pain in the ass to get" as put by Wildbow. QM reserves the right to veto this [25<% + this keeps the Power Perk so long as the Core isn't at 0%]


Fuel is used to produce whatever thing your Core item makes. Be it hard light, potions, powers, time, or something else, it is made using Fuel. Fuel is what keeps your Core running and what propels you to move, to act. Beyond the want to make cool Tinkertech of course. Normally, the exact number of your Core's Fuel levels are not really important outside of 3 notable exceptions.



  • Your Core is at 0%. This simply means that your Core is not functioning anymore. Complete shutdown. Give it some Fuel and it should be up and running in no time!
  • Your Core is below 10%. This carries heavy limitations to your Core's functionality. You will find that your Augments locked away, the effects weakened, or even chances for misfire. Don't go below this line if you don't want to end up like Leet.
  • Your Core is above 90%. Congrats! Your power has given you a reward for being such a good boy. When this happens I will roll from the Luck tables of WD, specifically for Power Perks and activate the first applicable one. If you go below 90% this is deactivated but if you return to above 90% a new Perk won't be rolled. This Perk changes each time you have a new Core (and if your Fuel levels are above 90% of course). Power Perks can be anything from a secondary Thinker power helping with your main power, a random beneficial mutation to your Tinkertech, becoming a Noctis cape, or even efficiency.

GENERAL MECHANICS (WIP):



Encounter/luck Table: What it says on the tin, I will use a modified version of this: https://www.reddit.com/r/DnDBehindTheScreen/comments/b083cb/universal_encounter_table/ post's table fit for Worm. All credits to Dresdom for coming up with the original. Long story short it works like this:

  • I examine the situation. If rolling for luck/plot development is needed then I roll. If you don't want to leave things up to chance then plan things out.
  • Roll 2d10 and take the lowest.
  • Double digits means an exceptional result.
  • The second die can be used for secondary data if needed: Number, difficulty, time, etc…
  • Otherwise I will use a d20 for how advantageous/severe the situation is. Lower numbers means not very severe/not very advantageous. Higher means


1 (19%)Nothing happens
2 (17%)Interesting detail or place
3 (15%)Minor problem or setback
4 (13%)Minor advantage or help
5 (11%)People and people's signs
6 (9%)Major problem or setback
7 (7%)Major advantage or help
8 (5%)Strange event
9 (3%)Something parahuman or wondrous
10 (1%)Very strange event




1. Nothing happens: Easy, nothing out of the ordinary.· Double 1: Everything is quiet. Maybe too quiet...

2. Interesting detail or place: A more colorful version of 1. Make sure to introduce some flavour. An old locket containing a faded picture, a child's first toy, a beautiful sight. Double 2: A flock of birds following something, an old physics teacher's notebook, a dear person's favourite food.

3. Minor problem or setback: Something minor for you to overcome. Sudden rain, getting lost, making a loud noise that alerts people. Double 3: A not so typical problem. Sudden bug infestation, animals alerting your presence, the floor beneath you caving in.

4.
Minor advantage or help: Something minor that helps you. A random $ bill left on the road, your phone still working even after submerging in water, finding a helpful book. Double 4: not so typical help or something that might help you in your objective. A crow bringing you little gifts in exchange for food, finding valuable materials easily, overhearing a conversation and gaining valuable information.

5. People and people's signs: Use the second die to tell how problematic the encounter is. Might be social or combat encounters. PRT, police, gang members, interesting people. In uninhabited areas they might find the signs of people or foreshadowing: gang tags, notebooks, corpses, signs of battles...· Double 5: A case 53, cape group, gang hideouts, information on people.

6. Major problem or setback: A major setback or problem that can't be easily overcome. Your tinkertech damaged, cloth malfunction, some problematic effect due to the surroundings. Double 6: A debilitating problem that leads to complications. Your core gets damaged mid-fight, severe tinkertech malfunction, friendly fire.

7.
Major advantage or help: A major help or advantage that might solve the problem. Valuable material almost falling into your lap, a dream about possible Core that feels less like a dream, inspiration for more valuable fuel. Double 7: Something similar to a single use Perk. Miraculous escape, esoteric stuff, sudden friendly cape.

8. Strange event: Something unusual and flavourful, the kind of stuff that you hear people talking about later. Solar eclipse, earthquake, a violent thunderstorm, a forest fire...· Double 8: The event is indirectly parahuman or related to one of the current plots.

9. Something parahuman or wondrous: A space for rare wonder. A rouge makes an impromptu show, a group of albino animals, a meteor shower. Double 9: Very much parahuman, potentially story-changing. Strange lights in the dark, the night turning day, a temporary portal leading to an alternate earth.

10. Very strange event: An especially rare events that talk about the setting, flavor and tone of the campaign. Potentially a new plot hook or story-changing. Reality breaking down, trigger event, a large cape confrontation.
 
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Current Core
Core​



Rank
Augments
Megaproject
Flaws
0​
0​
0​
3​
1​
0​
0​
2​
2​
1​
0​
2​
3
2​
0​
1​
4​
3​
0​
0​
5​
3​
0​
0​
6​
3​
0​
0​
7​
4​
0​
0​
8​
4​
0​
0​
9​
4​
0​
0​
10​
4​
0​
0​
11​
5​
0​
0​
12​
5​
0​
0​
13​
5​
1​
0​
14​
5​
1​
0​
15​
6​
1​
0​
16​
6​
1​
0​
17​
6​
2​
0​


Current Core: Coruscant is a small crystal that is "ugly, foggy and unevenly cut". It is capable of absorbing light (Common) at a rate of 1% per hour. It can use this light (usually through a medium) as Blaster attacks. These can include most Blaster sub-types with the proper Augment but also melee weapons and shields.



Flaws: Inefficiency (all fuel gains are halved), Overheating (rapid use makes it too hot to touch), and Capacity (caps at 50%).





Augments:

Fuchsite: When passively using the core halves the fuel usage.


Megaprojects: Impossible for the current Core.



Fuel: 50% (default 1% per hour soaking in the Sun)


Power Perk: None. Yet.


Materials needed to upgrade: 3 Common, 4 Uncommon (~550$ not counting extra materials.)
 
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What could've been
[] [Core] Some kind of metallic…cucumber? Uh, you are pretty sure it was meant to be a snake? Hm, it's fangs glint strangely… (Whatever. It has some kind of filter for minerals and…poisons??? What the- wait. Everything is a poison in right quantities right? And…even poison can be made into an antidote. You are fairly sure healing is not the only thing this bad boy could do…once you fix it up.)

This core would've been some kind of potion dispenser. Put in poison/drugs/medicine in certain quantities and a potion would've been dropped out. Originally a health potion with maybe some low level Brute rating, the Augments would have changed the potion into some kind of booster. Endurance, Secondary Thinker ability, mobility, things like that.


[] [Core] Is that your old Mixtape?! Oh god, you almost managed to forget that! That's soooo embarrassing. It was from you heavy metal phase where you imagined yourself a connoisseur of metal. Nevertheless you kept it, both because you are secretly proud of it and because too much work went into making it to just throw it away. It seems like there is only one track left, the sounds seem to be glitchy and warbled. (When you listen to it your sense feel different, like your proprioception is razor sharp. Unfortunately your other senses seem to have taken a hit…well, that's probably the shitty quality. Perhaps with more songs you could make different effects. Wasn't there that Shaker that could use music to strengthen allies?)


The Core inspired by Dead by Daylight's Legion. Their mixtape specifically. More focused on the mental side of things or Blaster-like sound waves with some Master-adjacent shittery. Thinker/Brute via berserking.


[] [Core] A rather crude futuristic crucible. It's not a big thing, you could fit your hand in it probably. When you turn on the switch the insides heat up to orange-hot degrees but you notice the heat rods flicker like the connection is bad. (There seems to be a pellet sized output on the side. Well, you were always fascinated with metalwork. You can't imagine what kind of weird things Tinkertech alloys could do.)


Mostly a side option to satisfy my inner dwarf. Alloys that would have broken the rules of reality. End game could have been a Sting-lite with restrictions.


[] [Core] A very cyberpunk-ish mask which covers everything just below your eyes. You can see some folding mechanism downwards. Perhaps it folds around your throat? Or…it would if it wasn't incomplete. (The Master fridge horror. Works similarly to Command Seals and, at higher levels and with augments, might influence powers. Vocal cords not necessarily human?)


A bit rough idea. Does anyone know Fate and/or Nasuverse? Yeah, Command Seals. This would have dipped into either Trump/Master things like enhancing powers at a cost to all those that heard us, plain Master using our voice, or even self mastering for a variety of purposes. Also, masks are important to capes. Heh.
 
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