The Gadgeteer
You're humble and scrappy. You improvise and make do. Your adventures don't give you the luxury to put down roots.
| Goal | Beat your foe |
| Boon | Cleverly get out of jams |
| Bane | More enemies than friends |
| Catnip | Take a huge, flashy risk |
| Mania | Throw it all away to win the battle |
| Setup | Who is your nemesis? How have you survived this long? |
| Grounding | What do you fight for? Who was your mentor? Who and what do you miss most? |
| Flair | Greasy mechanic overalls / Breathable jumpsuit / Aviator's helmet |
| Opus | Skeleton lockpick / Balsa-wood glider / Invisibility field |
| Fiend | Sidekick feline / Trickster chameleon / Messenger fowl |
Plot Armor
Once per scene, you may cheat death through preposterous luck.
Have History
When you want to establish backstory with a foe, say why you fought and roll.
10+: You know their secret weakness. Ex:
- Water
- Owl phobia
- Cuteness
- Right in the ankle
- Ionizing radiation
- Forgets passwords
7-9: Why were you almost friends? What scars did you give each other?
6-: They have leverage over someone from your Grounding.
Quantum Satchel
When you get an Asset, you can describe it vaguely for now, and specify it only when you use it. Ex:
- Something from the organ farm
- Gift from Wolf Sandy
- Secret about Acme Inc
- Insight about one of the mortuary sciences
MacGyver It
When you Invent / Repair in the heat of the moment, each other player suggests a nearby item. If you can come up with a good way to use them all, take +2.
Dashing Swordsman
When you Stunt or Sabotage and make a witty quip, take +1.