Inspired Inventor Essence
byPgX27
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AI summary
Gives you five charges a week to spend improving your tinker abilities within a chosen area or theme, where one charge makes you a solid Tinker 4-5 and each further charge doubles your ability with no cap, and charges can also buy permanent perks, blueprints and resources. Your power feeds you the scientific knowledge, understanding and applied skill needed to build the tech, lets you tune it, and stacks overlapping themes so they integrate perfectly — though the field must be something craftable, so mathematics or psychology are out while their engineering applications are not. You choose whether your tinkertech is fully blackboxed or mass-producible, an inner safety feature warns you of dangers and design flaws and helps prevent them, extra charges, blueprints and ideas come from notable actions and achievements, a personal mental interface tracks your charges, perks and blueprints, and a Gacha function spends a charge on something random — a theme, perk, blueprint or item — for when you cannot decide.
Generated précis — the sections below are the author's original text.
Effects
11Each week you gain 5 charges which can be spent to improve your tinker abilities within a specific area or theme.
A single charge would make you a good tinker within an area, roughly Tinker 4-5. Each additional charge after this doubles your abilities (around a two point bump in rating), with no limits to how many times you can spend a charge on a certain area.
You may also spend charges on permanent perks, blueprints and even resources.
Your power directly feeds you the scientific knowledge, understanding, and skill at applying whatever you need to create the tech, as well as giving you the ability to tune the tech and augmenting your materials, allowing you to make or do things that modern science would consider impossible within your theme, well beyond usual restrictions of education, knowledge, resources or the laws of nature, allowing you to create things that shouldn’t even be possible.
Should your different themes overlap then they stack, building off of each other and integrating perfectly.
Not all fields of knowledge are viable for this, as it has to be centered around something you can craft. You can’t spend a charge on something thinker-like, like mathematics or psychology, but you can spend it on things like Arts and Music. You can also spend it on Verses like the MCU and Star Trek. As long as you have time and resources, there isn't anything you can’t eventually do.
You can make your tinkertech so that it’s anything from completely blackboxed to making it capable of being mass produced.
Your power also has an inner safety feature, warning you of dangers and flaws in your design, where it can also help you prevent these from happening.
You may gain additional charges, blueprints or ideas from certain actions and achievements.
You have a personal mental interface that helps you keep track on your charges and where you spent them, as well as all your perks, blueprints and etc.
You also have a Gacha function that allows you to spend a charge to gain something random. This can be a Tinker theme, a perk, blueprint, items or something else. This is for when you don’t know what to spend your charges on.
- Categories
- utilitycraftingcreationknowledge
- Traits
- skill masterysystem interface
- Keywords
- game mechanicsresources