Core Class – Thinker
The world of Tempora Mutantur is but a shadow of the age of wonders. Characters creep through the twisted remains of buildings larger than mountains, mute monuments to the power of the Ancients. There are living machines buried deep in the ground, in the ruins of the cities, or roaming the wastes. The relics of the past can be a great blessing or terrible danger. The thinker leads his people as a wise man and technological shaman who attempts to contact and comprehend the secrets of the Ancients.
|Attack Bonus *|
* These attack bonuses can stack.
Game Rule Information
Hit Points: Thinkers start with 6 hit points and gain +3 hp for each additional rank above 1st. (Humans gain +2 bonus hit points, while Near-Humans get +1 hp.)
Combat Ability: Thinkers add ⅓ their rank (rounded up) to attack rolls with light weapons, and also add ½ their rank with Advanced- or Ancient-Tech weapons. These attack bonuses can stack (but remember that thinkers will still have a Tech Level penalty of –2 on attacks with Ancient-Tech weapons).
Adventuring Feats: Thinkers add ½ their rank (rounded down) to all adventuring feats, with +4 to Lore checks.
Saving Throws: Thinkers have a +3 bonus to saving throws, plus their rank. (Humans and Near-Humans gain an additional +1 bonus.)
Tech Level: Unlike other characters, Thinkers are considered Advanced-Tech. They do not need to make Lore checks to decipher Advanced-Tech relics, and only take Tech Level penalties for Ancient-Tech devices.
Repair Items: Thinkers are also the only class who can attempt to fix damaged or broken relics. A successful Lore check is required, as are spare parts (of the appropriate Tech Level) equal to 1/10 the regular TU value. On a failed check, ½ of these parts are wasted. If successful, award XP equal to the ½ the regular TU value.
Hidden Lore: Starting at 3rd rank, a thinker may make a special Lore check to see whether his character knows some relevant information about the local environment, Ancient relics, or noteworthy ruins. This ability is typically used at the start of an adventure to gain hints about possible encounters, threats, and loot. The amount of information provided is at the discretion of the referee.
Useful Trivia: By the time a thinker reaches 5th rank, he has accumulated a vast catalogue of information in his brain. Every so often, a fact comes in extremely handy. A thinker can ‘remember’ a bit of data which grants himself or an ally advantage on one d20 roll (a feat check, saving throw, or attack).
This ability can only be used once per encounter or hazard. The thinker must spend a full round to activate this ability, and the bonus must be used in the subsequent round. If used to aid an ally, the target must be able to see, hear, and understand the thinker.
A thinker can gain further benefits at higher ranks (in the unlikely event that he survives long enough). These must be discovered through gameplay.