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==Methodology== Tinkers are distinct from other parahumans in that their powers don’t work through them so much as they enable them to fabricate things:<ref name=":1">Tinkers are capes with powers that don’t work through the cape so much as they enable the individual to fabricate things. By creating tinkers, the entities can explore options, taking powers that have been explored in depth and allowing it to be explored in more depth, or attempting to ‘crack’ the particulars of a field or specialty of a species from earlier in the cycle. - [https://docs.google.com/document/d/1hQx5XfXrb0cilcP3J178cq1Uj6Dlggcz2X9U3C5zV4U/edit#heading=h.2o8gm6bt6szv TINKERS], document by Wildbow.</ref> They can create devices or alter existing devices well beyond usual restrictions of education, knowledge, resources, or physics.<ref name=":2">Can create devices or alter existing devices well beyond usual restrictions of education, knowledge, resources, and/or physics.<br>Tinkers are less dangerous when removed from their gear, but should not be assumed to be harmless. A typical tinker can artificially assume any number of other classifications, depending on specialty. Specialty should be appended to the classification in every case possible. (ie. phasing specialty or electricity specialty)<br> '''Threat level 2+''': Team is notified as to tinker classification. Disruption is encouraged, with use of flashbangs.<br> '''Threat level 5+''': Electromagnetic pulses are authorized to disrupt gear, with some property damage likely.<br> '''Threat level 9+''': Other tinkers or liasions should be contacted to better inform about capabilities and to answer immediate threats. - [https://docs.google.com/document/d/1hqJy4YEDqpKLwbatFVBLXnhs7dDTNykSYtDUCiR9ZBo/edit#heading=h.d2i5zo1ngxbw PRT Master Reference - Classifications - Tinker]</ref> Most Tinkers have a specialty, an area of technology in which they operate either exclusively or better than others.<ref>“Close enough,” Armsmaster said. It struck me he would be a Tinker, if his Halberd and armor were any indication. That, or he got his stuff from someone else. He elaborated, “Well, most Tinkers have a specialty or a special trick. Something they’re particualrly good at or something that they can do, which other Tinkers can’t. Bakuda’s specialty is bombs.” - [https://parahumans.wordpress.com/2011/06/28/gestation-1-6/ Excerpt] from [[Gestation 1.6]]</ref> Some draw on real world technical knowledge while others rely more on instinct.<ref name=21x>Research within Cauldron had included tinkers, drawing many conclusions about how tinkers operated. Some were well vested in mechanical details, drawing a great deal from it to fabricate their work. Others had little idea about the technical aspects of what they created, relying more on instinct and creativity, relying more on ''their'' agents to draw up an idea of how their work would function. It was quite possible that other capes were doing the same thing. - [https://parahumans.wordpress.com/2013/04/27 Excerpt] from [[Interlude 21.x]]</ref> Tinkers are among the most flexible parahumans, as a typical Tinker can artificially assume any number of other classifications depending on specialty,<ref name=":2" /> in addition to drawing inspiration from the powers of other parahumans or the work of other Tinkers.<ref name="SB6T">What really drives tinkers, in a lot of cases, is the inspiration aspect. We don't really see this, because we mostly see tinkers who are doing their thing with what they've already built.<br><br>But tinkers vary a great deal in how they get their ideas. How fast, how many, how varied. In many cases, tinkers can find their way to new ideas by studying powers or studying the work of other tinkers. Bakuda develops time and space warping bombs (the slow grenade, the feature-warping thing she almost put up Grue's nose) by scanning and studying stuff that was affected by Clockblocker and Vista's powers. Armsmaster does much the same, with the time stop halberd (Clockblocker) and EMP pulse (Battery). In Dragon's case, well, she has access to a wealth of confiscated and 'submitted for internal review' PRT stuff.<br><br>From the shard's perspective, this drives competition and puts one tinker against another. Stealing another tinker's stuff to study both hurts the tinker and is a fast route to upping the quality of your own stuff. On a similar level, a tinker that's getting in fights is going to find ideas coming hard and fast (Bakuda), compared to a tinker that just hangs out in their workshop and actively ''avoids'' confrontation (Leet). - [https://forums.spacebattles.com/posts/15849046 Spacebattles comment] by Wildbow.</ref> ===Subtypes=== {{non-canon|section=y}} Tinkers can be divided in twelve sub-categories:<ref>For the purposes of this document, we loosely categorize methodologies into twelve sub-categories. As previously established, each tinker trigger is different, and different circumstances lead to different sorts of approaches to tinkering, ranging from the combat heavy to the megaproject focused or the noncombat tinker. The key focus in determining what the methodology is, as stated above, the nature of the problem the tinker faces, in the course of the trigger. - [https://docs.google.com/document/d/1hQx5XfXrb0cilcP3J178cq1Uj6Dlggcz2X9U3C5zV4U/edit# TINKERS], document by Wildbow.</ref> {|class="mw-collapsible article-table" style="width:100%" !style="width: 20%;"|Name !style="width: 40%;"|Focus !style="width: 40%;"|Trigger event |- |'''Hyperspecialist Tinker''' |Has an emphasis on their specialty alone, often gaining an advantage in exchange for their narrow focus.<ref>Hyperspecialists are tinkers with an emphasis on the specialty alone. A flame-oriented hyperspecialist would be strictly limited to fire-based stuff: tinkerized flamethrowers, flame grenades, pyrokinetic gauntlets, etc. The hyperspecialist often gets an advantage in exchange for the narrower focus. - [https://docs.google.com/document/d/1_OO7evm907wyO7ledSL-obxrLvQ6XzpkuTcRqJAhZV4 TINKERS 2.0], document by Wildbow.</ref> |Involves an obsession regarding an object or goal.<ref name=":3">In brief, the categories and the circumstances that flavor them are:<br> *'''Hyperspecialist''' - obsession regarding an object or goal. *'''Focal''' - Obsession on a singular behavior, pattern or path. *'''Liberty''' - trigger from untouchable and unsolvable problems. *'''Multithreaded''' - Trigger involved a crossroads or a lose-lose situation. *'''Combat''' - Violence or threats extending over a long time. *'''Chaos''' - Triggers defined by question marks, confusion, and the inexplicable. *'''Resource Tinkers''' - Tinkers involve materialism, ownership, and resources. *'''Controllers''' - Trigger from extended personal or relationship issues. *'''Architect''' - One man vs. the world, or fighting an institution, David vs. Goliath. *'''Mad Scientist''' - Trigger from consequences and failed risk/reward gambits *'''Magi''' - Trigger from extended inner dilemmas or concerns of the self *'''Free''' - Trigger from the rare large-scale abstract or philosophical problems - [https://docs.google.com/document/d/1_OO7evm907wyO7ledSL-obxrLvQ6XzpkuTcRqJAhZV4/edit#heading=h.gqjv4rh8oyar TINKERS 2.0], document by Wildbow.</ref> |- |'''Focal Tinker''' |Focuses on a single item that build and rebuild, with multiple or very powerful functions.<ref>Focal Tinkers don’t dwell on a single specialty, but rather fixate on a single manifestation of their tinkering, one item that they build and rebuild, and expand on relentlessly, with multiple functions or very powerful functions, with other items being nonexistent or strictly peripheral. A contrast to many other tinkers, who wield versatility as their chief tool, the Focal tinker might include the tinker who has a single laser cannon they always carry with them or a tinker with a time manipulating wristband. - [https://docs.google.com/document/d/1_OO7evm907wyO7ledSL-obxrLvQ6XzpkuTcRqJAhZV4 TINKERS 2.0], document by Wildbow.</ref> |Involves an obsession on a singular behavior, pattern or path.<ref name=":3" /> |- |'''Liberty Tinker''' |Flaunt the rules of tinkering, with unexpected consequences.<ref>Liberty Tinkers can each ‘break’ a specific tinker rule or process, challenging common tinker assumptions and rules like time, research, exclusivity, specialization, and starting knowledge. Each Liberty Tinker will have one dramatic shift in their approach. They are the exceptions to rules. Care should be taken, as many of these rules were set in place by entities to keep a given experiment within a scope that can be studied. Implications tend to be longer-reaching and empower the tinker in the long run. - [https://docs.google.com/document/d/1_OO7evm907wyO7ledSL-obxrLvQ6XzpkuTcRqJAhZV4 TINKERS 2.0], document by Wildbow.</ref> | Involves an untouchable or unsolvable problems.<ref name=":3" /> |- |'''Multithreaded Tinker''' |Has two or more specialties, possibly with some amount of overlap.<ref>The Multithreaded Tinker breaks away from the more specialist tinkers described above, having multiple (often two) distinct areas of interest. Two fields of study or specialties, or two objects of focus, often with a touch of venn-diagram overlap or interplay. This tinker type pays particular attention to how the overlap occurs, the bonuses therein, or the dynamics between one focus and the other. Many of the examples below assume two areas of focus, but a third or even fourth can be adopted at the cost of expanding the drawbacks of the given package. - [https://docs.google.com/document/d/1_OO7evm907wyO7ledSL-obxrLvQ6XzpkuTcRqJAhZV4 TINKERS 2.0], document by Wildbow.</ref> |Involves a crossroads or a lose-lose situation.<ref name=":3" /> |- |'''Combat Tinker''' |May be more flexible in specialty, but leans heavily or entirely toward applications on the battlefield.<ref>The Combat Tinker may be more flexible in terms of specialty, but the execution and approach of their tinkering is fairly linear, leaning heavily or entirely toward applications on the battlefield. They often find themselves very good at those applications, get some added bonuses or options in their tinkering to make up for the lack of breadth or options outside of combat, or get secondary powers to complement their style. - [https://docs.google.com/document/d/1_OO7evm907wyO7ledSL-obxrLvQ6XzpkuTcRqJAhZV4 TINKERS 2.0], document by Wildbow.</ref> |Involves violence or threats extending over a long time.<ref name=":3" /> |- |'''Chaos Tinker''' |Doesn’t have complete control over what they build, how, or over the end result.<ref>The Chaos Tinker doesn’t have complete control over what they build, how, or they don’t fully control how the end product operates. Chaos tinkers don’t generally have to give consideration to the same factors that other tinkers do, but the element of randomness takes the place of those factors. They often decide part of what they build, with the latter half generated randomly. Often get bonuses or secondary powers to fill out the gaps or ensure they have something to fall back on when chance trips them up. - [https://docs.google.com/document/d/1_OO7evm907wyO7ledSL-obxrLvQ6XzpkuTcRqJAhZV4 TINKERS 2.0], document by Wildbow.</ref> |Involves a high degree of confusion or missing information.<ref name=":3" /><ref>Chaos tinkers arise from situations where the tinker trigger has a high degree of confusion or missing information. They face a long-term problem, and the problem can’t be solved because of a big question mark in the midst of it all. - [https://docs.google.com/document/d/1hQx5XfXrb0cilcP3J178cq1Uj6Dlggcz2X9U3C5zV4U/edit#heading=h.t02rfj7tzxqj TINKERS], document by Wildbow.</ref> |- |'''Resource Tinker''' |Leans heavily on the question of materials for their creations.<ref>The Resource Tinker is a tinker who leans heavily on the question of materials for their creations. The Resource Tinker has certain allowances, dependencies, or abstract factors when it comes to the question of what they can build. This could include needing no or far less resources to get started, needing certain very rare or specialized materials to build, or having the material be the focus of the tinker’s particular method. - [https://docs.google.com/document/d/1_OO7evm907wyO7ledSL-obxrLvQ6XzpkuTcRqJAhZV4 TINKERS 2.0], document by Wildbow.</ref> |Involves problems of materialism, either in the form of greed, possessions, material needs, or otherwise.<ref name=":3" /><ref>Resource tinkers arise from long-term problems of materialism. Money, possessions, greed, material needs and objects being the subject of other triggers factor into resource tinkering, being reflected in the needs, lack thereof, or the materials that form the focus. - [https://docs.google.com/document/d/1hQx5XfXrb0cilcP3J178cq1Uj6Dlggcz2X9U3C5zV4U/edit#heading=h.iva4ia8xg55i TINKERS], document by Wildbow.</ref> |- |'''Controller Tinker''' |Creates drones as part of their primary field of specialty.<ref>The Controller is a tinker who creates drones as their primary field of specialty. Drones come in a variety of shapes and sizes, ranging from the miniscule to the massive. They vary in the form they take, and can range from insectile to humanoid, or even to gigantic creations. Often fall on one side of a biological (meat, vegetable) or inorganic (robot or A.I) divide. Can include tinkers who make technology that operates on its own, such as vehicles or computer programs. - [https://docs.google.com/document/d/1_OO7evm907wyO7ledSL-obxrLvQ6XzpkuTcRqJAhZV4 TINKERS 2.0], document by Wildbow.</ref> |Involves isolation, detachment or depression, serving in large part as an equivalent of a [[Master]]-Tinker trigger.<ref name=":3" /><ref>Controllers manifest from a trigger that is largely social and ‘cold’ emotionally in the sense that it deals with isolation, detachment, or depression, serving in large part as the tinker equivalent of a Master-Tinker trigger. Noting that many Master triggers have some long-term effects in play, Controller triggers are usually very long term or involve a steady progression of worsening social problems over a more typical tinker-level long term. - [https://docs.google.com/document/d/1hQx5XfXrb0cilcP3J178cq1Uj6Dlggcz2X9U3C5zV4U/edit#heading=h.vv9cxl196hua TINKERS], document by Wildbow.</ref> |- |'''Architect Tinker''' |Works primarily with large scale, time-consuming constructions.<ref>The Architect is a category of tinkers who works primarily with megaprojects - massive, time-consuming constructions that demand a great deal of attention, not just from the tinker, but from the tinker’s enemies. Most Architects have mid-stage options. A partially built Architect creation will still have some function, being able to be deployed to an area, or having enough reach and scope that the tinker can pull a trigger and have something happen once every hour or every five minutes. - [https://docs.google.com/document/d/1_OO7evm907wyO7ledSL-obxrLvQ6XzpkuTcRqJAhZV4 TINKERS 2.0], document by Wildbow.</ref> |Involves an individual fighting a large institution or system.<ref>Architects arise from a crisis tied to a particular location or institution. Very frequently a ‘little guy against the system’ scenario or a ‘little guy caught up in the system’. - [https://docs.google.com/document/d/1hQx5XfXrb0cilcP3J178cq1Uj6Dlggcz2X9U3C5zV4U/edit#heading=h.pmqqrfii2xjh TINKERS], document by Wildbow.</ref><ref>Architects arise from a crisis tied to institutions or society. The ‘me against the world/city/system’ takes on the scope of projects capable of impacting a world, city, or system. A woman with lead in her rural water supply tries and fails to cut through bureaucratic red tape, triggering when she sees the symptoms of lead poisoning in her little brother. A man keeps getting mixed up with another person with the same name in the Med School records, costing him his career and tuition money. - [https://docs.google.com/document/d/1_OO7evm907wyO7ledSL-obxrLvQ6XzpkuTcRqJAhZV4 TINKERS 2.0], document by Wildbow.</ref> |- |'''Mad Scientist Tinker''' |Has more power or breadth of options but must pay a cost to obtain these things.<ref>The Mad Scientist is a tinker who is defined not by what they are limited to, but by the cost of their tinkering. The risk/reward element is high, here, as they have more power, breadth of options or options in how the gear is used, but must pay a cost or put their well being on the line to obtain or utilize it. - [https://docs.google.com/document/d/1_OO7evm907wyO7ledSL-obxrLvQ6XzpkuTcRqJAhZV4 TINKERS 2.0], document by Wildbow.</ref> |Involves facing consequences, often from bad risk-reward gambles.<ref name=":3" /> |- |'''Magi Tinker''' |Focuses on self-improvement either direct modification or using various assistive devices.<ref>Magi Tinkers emphasize themselves as the central point of their tinkerings, either directly modifying their body or building a frame that they wear externally, like power armor without the armor. A Magi will concern themselves a great deal with personal tradeoffs: powerful artillery at the cost of being fragile, added durability at the cost of literal pounds of flesh, and cultivating personal mutations that empower tech. - [https://docs.google.com/document/d/1_OO7evm907wyO7ledSL-obxrLvQ6XzpkuTcRqJAhZV4 TINKERS 2.0], document by Wildbow.</ref> |Deep internal dilemmas and problems of self<ref name=":3" /> |- |'''Free Tinker''' |Can build anything they can dream of.<ref>Free Tinkers are tinkers with far less in the way of limitations when it comes to build options. Often a contrast to hyperspecialists, who limit themselves to one specialty, or focal tinkers, who focus on one item. Free Tinkers have a truncated A, B, C tinker list, and approach additions to that list much differently. Adding stuff to the list is easier, but they won’t know the specifics of a given pattern for a specialty or the rules of a given specialty-specific item until it’s built. They could also research to reveal the full details. Until then, they’re getting general descriptions; their mind’s eye sees more, but gets less clarity on specific rules. This is both a balancing factor and a way to spare the GM any added work. - [https://docs.google.com/document/d/1_OO7evm907wyO7ledSL-obxrLvQ6XzpkuTcRqJAhZV4 TINKERS 2.0], document by Wildbow.</ref> |Immanent and fundamental philosophical or abstract problems<ref name=":3" /><ref>Free Tinkers are more uncommon, and stem from serious philosophical or broad conceptual problems. These have a time component, and part of the reason they’re rare is that one tends to need to have a high level of investment in the dilemma - the sources of powers won’t pick out random people who are struggling with the concept of death and afterlife, for example. More will be weeded out by the fact that the degree of investment or the nature of the question might point them toward another classification. Examples of Free Tinker triggers: A man discovers he has an Earth Aleph counterpart who found fame, and over the years he hears more and more stories that lead him to question his place in existence; A soldier is kept in solitary confinement as a prisoner of war for years, and on her return to society she finds the detachment and lack of meaning in existing that took hold of her hasn’t improved. - [https://docs.google.com/document/d/1_OO7evm907wyO7ledSL-obxrLvQ6XzpkuTcRqJAhZV4 TINKERS 2.0], document by Wildbow.</ref> |}
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