Tinkering Deck
The Tinkering Deck is a deck of cards that governs how powerful and successful a Specialist's Tinkering is.
For the purposes of Playtesting, this will be done by a game of 21:
- The GM has a deck of cards.
- The Tinkerer may choose to DRAW another card or STICK with the value they have.
- If a picture card is drawn, a side effect will occur for the Tinkerer. For each picture card, the consequence severity will increase. Picture cards do not add to the total.
- Aces are 1.
Value | Result | Consequences |
---|---|---|
< 16 | Failure | None |
16 - 18 | Minor Success | Occur |
19 - 20 | Major Success | Occur |
21 | Perfect Success | None |
> 21 | Catastrophic Failure | Occur |
Results
- Failure - it didn't work, nothing happens
- Minor Success - some of what was being attempted works, equivalent power of gaining three additional calls for use over the rest of the Mission.
- Major Success - all of what was being attempted works, equivalent power of gaining an additional call per encounter for the rest of the Mission.
- Perfect Success - all of what was being attempted works, with an additional positive side effect decided by the GM.
- Catastrophic Failure - what was being attempted fails to work and backfires in a way decided by the GM.
Consequences
- Consequences are mechanical or roleplaying effects that add a twist to the roleplaying of the Tinkerer for 2-3 Encounters.
- These can either be taken from a list of options or created on the spot.
- Examples:
- You are incapable of speaking more than 5 words in a sentence at a time.
- Your maximum hits are temporarily reduced by 4.
- When you take a STRIKEDOWN, you must stay on the ground for 3s.
- When you take a PUSH you arc uncontrollably to the left.
- Whenever you call PING you must also call YOU: PEW at an ally.
- Your pool of MISS from being in cover is reduced by 1.
- All food tastes bad.
- The first time someone makes a call in an encounter take an EFFECT: TERRIFIED from them.
- Whenever someone is subject to BLAST take an EFFECT: DEAFENED.