Our materials must rank up with our tinkering.
At the start we must choose what material to make it out of using this chart.
| |
Derived of something costly (2k+) | |
Derived of something expensive (5k+) | |
Derived of something priceless (20k+) | |
Derived of materials tied to trigger | |
Derived of materials driving conflict | |
Derived of materials taken from someone prominent that shards recognize | |
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.