Difference between revisions of "Tinkering (sage ability)"

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[[File:Tinkering (sage ability).jpg|right|490px|thumb]]
 
[[File:Tinkering (sage ability).jpg|right|490px|thumb]]
'''Tinkering''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Logistics (sage study)|Logistics]] that enables the character to repair, jury rig and strengthen ordinary items made of virtually any material, including cloth, hide, paper goods, ceramics, glass, wood, stone or metal. Such items cannot be made from scratch, but must have once existed as a functioning object, the repair of which therefore requires less skill than its manufacture would have taken.
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'''Tinkering''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Logistics (sage study)|Logistics]]. It allows a character to repair, jury-rig and reinforce existing items made from nearly any material including cloth, hide, paper, ceramics, glass, wood, stone or metal. The ability does not allow creation of items from raw materials; the object must have previously existed as a functioning item, making its repair less demanding than full manufacture.
  
To repair items and make them effective requires a workshop and materials equal to half the weight of those in the item being repaired. This workshop must be a sheltered space no smaller than 10 feet by 20, including a work table that's 4 feet by 7, a brazier, two sets of tongs, hammer, anvil, pliers and a 10 gallon tub for water. The shop need have only two walls, so long as the roof is otherwise supported by pillars.  Objects require one hour per 2 lbs. of weight to repair.  Thus, a six-pound sword would require three hours.
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Repairs require a workshop and materials equal to half the weight of the item being repaired. The workshop must be a sheltered space at least 10 feet by 20 feet and include a work table measuring 4 feet by 7 feet, a brazier, two sets of tongs, a hammer, an anvil, pliers and a 10-gallon tub of water. Only two walls are required, provided the roof is supported by pillars.
  
Good sense should be used in determining the weight of a given object. For example, a cart wheel weighs 55 lbs., but the total amount of probable damage is likely only 10-15% of that amount.  So, for example, a cart wheel would count as 6-9 lbs. with regards to the time needed for its repair.
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Repair time is calculated at one hour per 2 pounds of the item’s weight. For example, a six-pound sword would require three hours to repair. Reasonable judgment should be applied when estimating weight for repair purposes. For instance, a cart wheel may weigh 55 pounds, but only 10–15% of that weight reflects probable damage, so it would be treated as 6–9 pounds for calculating repair time.
  
 
== Jury Rigging ==
 
== Jury Rigging ==
This assumes the character has no direct means of actually fixing the object, such as the broken axle or wheel for a wagon, a sword or axe without a proper handle, a suit of armour missing a strap, a crossbow unable to fire and so on. Objects may be jury rigged so that they work temporarily, requiring one hour per 4 lbs. of weight to be rigged. Materials are assumed to be scrounged for.
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Jury rigging applies when the character has no direct means to fully repair an object, such as a broken axle or wheel on a wagon, a sword or axe missing its handle, a suit of armour lacking a strap, or a crossbow unable to fire. Objects may be jury rigged to function temporarily, with the process requiring one hour per 4 pounds of the item's weight. Materials are assumed to be scrounged or improvised.
  
Once an object is rigged, it will endure for 2-5 times the number of hours needed to rig it. Any hard knock or impact demands an immediate [[Saving Throws for Items|saving throw vs. normal blow]], or perhaps crushing blow if applicable. A save of this kind would increase the amount of weight to be jury rigged in future by +50% of its former damage.
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Once an object has been rigged, it will last for 2–5 times the number of hours originally required to rig it. Any hard knock or impact forces an immediate [[Saving Throws for Items|saving throw vs. normal blow]] or a crushing blow if appropriate. Failing such a save increases the amount of weight that must be jury rigged in future attempts by 50% of the previous damage.
  
 
== Strengthening ==
 
== Strengthening ==
If the character desires, objects can be systematically "strengthened" in a workshop to award them with a better saving throw. Strengthening an object requires +10% of its original materials, plus one hour per lb. of object to be strengthened. Strengthening an object gives it a +2 saving throw against possible damage.
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Characters may choose to systematically strengthen objects in a workshop, improving their resistance to damage and granting a better saving throw. Strengthening requires an additional 10% of the object's original materials, plus one hour per pound of the object. This process provides a +2 bonus to the object's saving throw against possible damage.
  
Some items, such as artworks, paper, [[Food|foods]], glass, ceramics, musical instruments or [[Magic Item|magic items]] '''cannot be strengthened''' without destroying their inherent effectiveness or value.
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Certain items such as artworks, paper, [[Food|foods]], glass, ceramics, musical instruments or [[Magic Item|magic items]] '''cannot be strengthened''' without compromising their inherent function or value.
  
 
== Repairing Magic Items ==
 
== Repairing Magic Items ==
Provided the tinkerer has access to some means to reproduce the powers that were originally inherent in the object's abilities, and is of expert-status as a tinkerer, then a magic item can be repaired. This requires 1 hour per ounce of object to be repaired.
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If the tinkerer is of expert-status and has access to a method for reproducing the original powers of a magic item, they may repair it. This process requires one hour per ounce of the object being repaired.
  
 
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[[Category: Sage Abilities]][[Category: Reviewed]]
[[Category: Sage Abilities]]
 

Latest revision as of 21:27, 12 April 2026

Tinkering (sage ability).jpg

Tinkering is an amateur-status sage ability in the study of Logistics. It allows a character to repair, jury-rig and reinforce existing items made from nearly any material including cloth, hide, paper, ceramics, glass, wood, stone or metal. The ability does not allow creation of items from raw materials; the object must have previously existed as a functioning item, making its repair less demanding than full manufacture.

Repairs require a workshop and materials equal to half the weight of the item being repaired. The workshop must be a sheltered space at least 10 feet by 20 feet and include a work table measuring 4 feet by 7 feet, a brazier, two sets of tongs, a hammer, an anvil, pliers and a 10-gallon tub of water. Only two walls are required, provided the roof is supported by pillars.

Repair time is calculated at one hour per 2 pounds of the item’s weight. For example, a six-pound sword would require three hours to repair. Reasonable judgment should be applied when estimating weight for repair purposes. For instance, a cart wheel may weigh 55 pounds, but only 10–15% of that weight reflects probable damage, so it would be treated as 6–9 pounds for calculating repair time.

Jury Rigging

Jury rigging applies when the character has no direct means to fully repair an object, such as a broken axle or wheel on a wagon, a sword or axe missing its handle, a suit of armour lacking a strap, or a crossbow unable to fire. Objects may be jury rigged to function temporarily, with the process requiring one hour per 4 pounds of the item's weight. Materials are assumed to be scrounged or improvised.

Once an object has been rigged, it will last for 2–5 times the number of hours originally required to rig it. Any hard knock or impact forces an immediate saving throw vs. normal blow — or a crushing blow if appropriate. Failing such a save increases the amount of weight that must be jury rigged in future attempts by 50% of the previous damage.

Strengthening

Characters may choose to systematically strengthen objects in a workshop, improving their resistance to damage and granting a better saving throw. Strengthening requires an additional 10% of the object's original materials, plus one hour per pound of the object. This process provides a +2 bonus to the object's saving throw against possible damage.

Certain items — such as artworks, paper, foods, glass, ceramics, musical instruments or magic itemscannot be strengthened without compromising their inherent function or value.

Repairing Magic Items

If the tinkerer is of expert-status and has access to a method for reproducing the original powers of a magic item, they may repair it. This process requires one hour per ounce of the object being repaired.