Technological (29) (9 perks)
- Big Bada-Boom (Azeroth) (100CP)
You may not make the prettiest of engineering gizmos, but boy do you know how to make them go BOOM! You can make big bombs or little bombs or big bombs IN little bombs capable of taking out an entire skyscraper. You are an expert at bomb crafting, able to make bombs the size of a marble that would make even Deathwing flinch. This also extends to defusing bombs if, for some reason, you don't want a boom, but that's just crazy talk.
- Tool King (Modded Fallout) (100CP)
Starting with a cartload of random junk and ending with high-quality ammunition or power cells, cutting-edge improvements to power armor, overcharged laser weaponry or even entirely new kinds of science is practically trivial for the average Fallout protagonist yet their talents pale compared to yours. This Perk grants you immediate access to pretty much any kind of crafting shown in the Fallout series: from Hand Loader to Science! and Chemist to Robotics Expert, if it somehow involves building things out of other things (from guns to ammo to even entire buildings), you've got it - including perfectly memorized designs for the kind of components and tools you might need, like the Robotics Workbench or Nuka-Cola Mixer station. In fact, you're good enough that you'll never make mistakes while doing this type of crafting (assuming someone doesn't start shooting at you or some such), and you'll be perfectly aware of where you were in the process if you do find yourself interrupted and have to continue later on.
- Weapon crafting (Devil May Cry) (200CP)
Alright, so you fancy yourself a weapons dealer, huh? Well now you know the ins and outs of every single tool made for killing that you get your crafty little hands on. Swords, handguns, axes, sniper rifles, spears, rocket launchers, it'll all come naturally to you, and you will be able to create these weapons or even improve them with your own custom designs. And to make it even a better deal, you know how to modify a weapon to have unlimited ammunition capability. So go nuts, buddy. You've earned it.
- Game-breaking Union (Modded Fallout) (400CP)
Mods are such funny things, change a few numbers here, tweak a few values there, and before you know it you've got miniguns that fire low-yield nukes and other such madness. Well, mad you may be, but it's certainly not weak. You have the strange and imposing ability to make modifications to your gear in ways that well, really shouldn't be. You're still limited to what you'd normally be able to build, but any kind of sensible limits on what kind of item the upgrades apply to goes right out the window. Attach jetpacks to your helmet, fire .308 cal armor-piercing rounds from a lightweight SMG with no penalties to its performance, and yes - install a MIRV Fat Man mod onto your Minigun and (somehow) blanket the world in nuclear annihilation at a rate of about thirty mushroom clouds per second or so. Might wanna put that Power Armor plating in your underwear first though.
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- Gimme a Tic (Gonna be the Twin-Tail) (400CP)
They ain't never seen an engineer like yourself. You're not just able to keep up with some of the best and brightest in this world, such as creating teleporters that can be carried in your palm or energy shields that can offset a rocket launcher yet are contained within small pieces of jewellery, but you are also able to outright make what you design too. You work fast and hard, enough to do the work of dozens of skilled men working constantly over weeks of time in just a single night. You could construct a fully outfitted underground base beneath a house, excavating and manufacturing and coding all the gadgets and rooms and devices needed, within a single night and not leave anyone above ground aware of it.
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- Gadgeteer (DC Arrowverse) (600CP)
The world is a dangerous place, with supervillains and rogue metahumans. This is why you have science to help things out. You're able to make stuff that runs on comic book science. Be it shrinking technology, or a cold gun that fires just a few degrees above Absolute Zero. As long as you have the resources available and a working concept in your head the sky's the limit. Doesn't mean you'll get it right the first time around.
- Gadgeteer (GURPS Monster Hunters) (600CP)
The supernatural? Unscientific? HAH! Monsters and magic are some of the most scientific things out there! Why, with just a bit of effort and some analysis, you can easily tinker up interesting new things from the corpse of a monster, or a countermeasure to a spell, or a device that negates psychic powers! A cord might prevent ghosts from crossing, a flashlight might have a portable fusion reactor to burn vampires, and your gun might auto-plate it's bullets with silver, and you're the one who makes and maintains it all!
- Perversions of the Natural Order (The Glass Scientists) (600CP)
The laws of physics get very flexible when you're doing engineering. Usually in ways that benefit you. Conductors conduct slightly better, resistors are a little more resistant. As your projects grow in scale, so does this effect. You may even build mecha that ignore square-cube law. With enough time and resources, who knows? Reality can be whatever you want.
- Tinker Plus (Generic Worm Fanfiction) (800CP)
You're not just a Tinker anymore, you're the Tinker. The PRT rating scale isn't really set up to handle someone like you because it assumes that Tinkers will have specialties, and you don't. You are something never seen before; a genuine omni-Tinker, and one of truly amazing capacity.
Your aptitude and intuition for all sorts of research, science, engineering, and design is absolutely unbelievable. If a project is even halfway related to any of the hard sciences then you can get it done, and do so with a speed and efficiency that makes even experienced Tinkers working within their own specialities look like clumsy beginners. And you can rapidly reverse-engineer other technology given sufficient opportunity to study it, however complex or esoteric it might be. You can even study and analyze exotic and anomalous phenomena, such as cape powers in action, to hopefully gain inspiration for new Tinkertech.
You have a volume knob in your head for making your designs either easily reproducible by mundane methods or totally blackboxed vs. any reverse-engineering or anything in between. You can perform what would have required clean room levels of precision assembly for mundane engineers with ordinary tools and under rough conditions. Troubleshooting or repairing tech that you already understand is a job you could practically do in your sleep, and anything you build or overhaul is maintenance-optional. With time and practice your Tinker abilities can improve and grow indefinitely, without any upper limit.
You can't do things like 'perfected social sciences' or 'auto-win personal interaction methodologies', though. That sort of thing is for Thinkers, not Tinkers.