Tinkers

Tinker powers grant specialized knowledge that enables the creation of incredible inventions, often aeons ahead of modern technologies. Characters with a Tinker classification normally have one particular strong suit such as biomechanics or nanotechnology. Tinkers need time and resources to complete their creations, which are two heavy weaknesses that balance an otherwise incredibly strong power.

Tinkers:
Tinker powers allow their users to design and construct highly advanced technology in a particular field. Characters with a Tinker classification normally have just one particular specialty, such as Biomechanics, robotics, force fields, etc. Even so, Tinker powers tend to be incredibly strong and versatile, but are balanced out by the user’s need for time and resources to build their creations.

The Nature of Tinker powers:
Tinkertech, while powerful, is generally so advanced that no ordinary person would be able to create it or fully understand how it functions, even if the Tinker tried to explain it themselves. Cross-compatibility with modern tech and tinker tech, and with a few rare exceptions Tinkers cannot directly combine their tech with what is created by others. For instance, a Tinker-made robot could wield a Tinker-made plasma sword, but if the two Tinkers tried to create a robot with built-in plasma jets, they’d soon find themselves hitting roadblocks in the design process, each unable to comprehend and synergize with the other’s technology.

For similar reasons, Tinkertech cannot be repaired or modified by anyone besides the original creator. Attempting to fix a Tinker’s damaged devices will almost always result in them breaking down even further. The technology is simply too specialized and complex for others to understand properly, and in some cases even seems to have a special affinity with the Tinker who built it.

It’s also worth noting that Tinker tech is extremely hard to mass-produce. Each piece of Tinkertech is akin to a work of art produced by an expert craftsman, not the kind of thing that can be churned out of a production line. Additionally, unless a Tinker was specialized in mass production of items, it is unlikely they’d have the knowledge to build the necessary infrastructure in the first place. Similarly, organisms created by biological Tinkers are sterile and unable to breed, and tend to have highly limited lifespans. Viruses and simple microorganisms are a partial exception, being able to spread from an initial host to infect others to a certain extent, but even in this case Tinker-made epidemics will burn out and die off far faster than any natural disease. It is possible for some Tinkers to create devices that will speed up their production of technology, and for liquid or chemical-based Tinkers to manufacture their work in large batches, but none can ever automate it entirely.

Signature Creations:
Tinkers often have a single signature creation they can do better than anything else, with a few sub-applications within their field. An example would be a robotics specialist being best at making humanoid robots, but branching out into fish-like aquatic robots on occasion. Sub-applications expand with age, and in some cases even new signature creations can be developed, though these will take several years to fully master.

Terminology:

 * Tinkertech: Any device, creature, or other creation made using a Tinker power.


 * Specialty: The area of science or technology that the Tinker’s power is centered around.


 * Signature creation: A Tinker’s bread-and-butter, the one kind of device they make better than anything else.


 * Sub-applications: Other types of devices within their field of specialty that a Tinker can make.