Home Creators Posts Import Register Favorites Logout

Content

In a dozen chapters or so, Perry's probably gonna hit level 5.I've been wanting to add the opportunity to purchase perks every five levels, allowing Perry to further customize his build. (and slow down his Attunement exponential growth)

Sadly, I'm not creative enough to come up with a huge list of perks that he would struggle to decide on. Matter of fact, I don't even have the perk I want him to take in mind.These perks will cost stat points to purchase, so keep that in mind. He may be able to purchase a couple small ones or one powerful one, depending on how this shakes out, so feel free to suggest both powerful ones and weak ones. Doesn't matter, I just wanna fill out the list and be inspired.Suggest perks in the comments below!Perks can be passive like Skills or Tinker perks from other classes, or even active abilities. I will have to omit certain perks that would simply derail the plot. Don't be sad when I don't use your perk. It might just mean that it's too good.

Comments

Marcel Ortlepp

Summon pants once per day. Maybe worth if he keeps going nude.

Marcel Ortlepp

Maybe upgrade able to summon one piece of clothing ending in summon armor

Pastor Joubert

Some crazy expensive perk that applied his garage bonus to his own body - since hes technically making new skin/brain/heart etc. cells every day and in a year or two perry is basically 100% new and buffed. Sounds great and is good bait - the switch? Body parts and the nutrients/food to make then are expensive so the modifier is greatly reduced compared to the expected OP nature

Macronomicon

summon clothes would be a good 1stat purchase.

Pastor Joubert

Finally, Perry can do a magical girl transformation!

Marcel Ortlepp

The cheaper the food the better the result?

Pastor Joubert

Oh yea! Also due to the buff for making “reactions” work with “poor” quality materials it may help mitigate diabetes and other health complications associated with poor diet

Pastor Joubert

athough on a whole, food is still rather expensive compared to wood or steel per pound of useable nutrients. Your bones are made of rather expensive stuff and if you used only the cheapest sources of raw materials they would still be thousands of dollars per pound. Perry would need to eat fully home grown food to bring the cost near even aluminum

Sanairb

Stability is twice as effective, but auto allocates x points per lvl in to stability.

Darune Albane

Maybe something that starts small and new perks "enhance" that perk to be powerful .. end point being to use the "tide" energy to create supers

Enaz the great

Trash lord: able to transmute materials into their component parts their made of .

Throngler In Chief

This is the perfect way to expand the demonic t-shirt subscription service and inform Perry he may have an issue. Give it a strange name, like "Gluthroxk the Fleshrender's express delivery service" and have it be a "summon one item of clothing" deal that gives him a randomized article of clothing for whichever body part. Ask for pants? Could be jeans, sweatpants, skin tight punk rock leather, cargo shorts, yoga pants, or booty shorts with "daddy's girl" written on the ass. It's a roll of the dice, but at least you aren't naked and being fined or arrested for indecent exposure.

Marcel Ortlepp

I am not sure if it has to be cheap relativ to everything else on the market or just cheaply acquired? Is cardboard stolen better than cardboard bought?

Pastor Joubert

Five finger discount being applied is too dangerous. Also the “value” may be more eldritch or etherial in nature. For example Perry could find that phosphorus is legit the most expensive thing he could build something from due to its scarcity and value to life

Marcel Ortlepp

Gluthoxk Fleshrender and it’s randomness sounds more like a ritual from his mother than a skill from his father‘s class.

Throngler In Chief

There needs to be at least one perk choice that's scary. A zero point purchase that's completely illegible and gives him tinnitus and vertigo when he tries to read it. One that's connected to the tide in a way he doesn't understand and has to force himself to look away from in a moment of pants-shitting fear. Maybe deduct a half point of stability from him to push into attunement if he looks at it too long. I'd also suggest a perk related to his magical octopus. Maybe one that applies his bonuses to living materials? Basically, apply his attunement to living things he works with. Would fall under his mom's "Hippy Bullshit" umbrella. Branch him a bit into bio-tinker territory. Could cause serious beef with the other bio tinkers later as well as chemestro if he can make some pharmaceuticals on the cheap by messing with houseplants. Could also make a biological pseudo-AI with octopus brain cells and nutrient paste.

Deinos

How about the power to manipulate atoms? Should be safe enuff. Or he could be able to increase velocity gradually?

A disgruntled nondescript squirrel

Perk name (Ladies....)Gains tinker bonuses when building for or working with a LADY. Also increases the positive effects of grooming similar to his tinkers effect on material.(Perk options are gained from actions performed and consume atunement points based on the bonuses attained.)

Thaco4

'Body double- Once a day summon a clone that lasts 1 hour. Clone has minimal intellect. Can complete simple tasks with moderate proficiency. Lvl 1 of 10. Level ups increase duration, decrease time between summons, increase intellect, complexity of tasks and the proficiency they are completed.' So LVL 10 Body double would look like '-Once an hour make a clone that lasts 12 hours. Clone has same Intellect as original. Can complete complex tasks with high proficiency.' Uses stability, intellect, and x stat. (Given the nature of clones if Perry has poor mental health they might rebel or not listen to original's orders. I see a whole hijinks episode where he has like 4 clones made and they decide to not listen to him and tie him up in his lab. Then his team has to fight Perry clones until the time limit runs out.

Thomas

Magnetic personality, eventually leads to people being drawn to his lair.

Thaco4

Defending the wall could be considered an incredibly simple task that leads to the perk leveling up ubsurdly fast. Stand in this location holding obsidian sword and swing through any Prawns that enter this section of wall space.

Joe ?

I think an easy one that would be a must pick is something that boosts stability. Something like stability + ((stability * 1.5)/attunement). Except his attunement would increase the 1.5 making it a lot better, but not so much better that he doesn't have to worry about the stability/attunement ratio. Also if he let's the gap get too big it doesn't help at all. Kind of boring but I think it could be kind of interesting to have his stability suddenly increase all at once, making him suddenly ashamed of all his previous behavior. Maybe you could call the perk Forbidden Fruit, like the fruit of the knowledge of good and evil from the Bible.

Benji

[Small perk] 10% increase effectiveness of x Stat. Before attunement kicks in. Could be a way to keep soul damage under control with stability. Another idea is adding a second specialization to his class as a large perk. So garage tinker with ai tinker side. Let the extra one just have less effectiveness. Like ai then making specific ai to test magic theory stuff so he doesn't kill himself with soul modification. Basically ideas for helping get through his current problems and helping with future goals.

SunderGoldmane

Maybe a simple stat converter? Like 10:1 to another stat? I would also suggest staying away from percent gains. You probably want to create something that helps his weakness while spending his wealth. He’s got a wealth of one stat, spending it to cover a weakness at flat rate is rational. And if he keeps dumping stats into Attunement then he’s already going to grow it exponentially by the time he gets to level 10 and have plenty to spend again. The best perks in my oppinion are ones that offer a penalty and a reward. +3 stability for -5% attunement effectiveness would set him straight on the cataclysm power creep. Aside from attunement solutions I’m drawing a blank. Something comedic though, definitely.

SunderGoldmane

Sacrifice your attunement effectiveness to the delivery service demon. Upgradable contract. Contract lasts for life. Initial contract is “for 1% cap on your attunement effectiveness you can summon one article of clothing for a part of your body (chosen now) for the next ten years!” Upgradeable* upgrades. Add more parts of your body for 1% each! Make it a lifetime subscription for 10%!” Perry fully upgrades it and subscribes for life all in one go and now he has flattened is attunement curve. Also, a few levels down the road, maybe he gets a call from this clothing demon service manager asking if he’s like to cancel his membership, no cost, maybe the manager even wants to pay him to cancel the contract. Turns out that demon is getting pumped full of attunement and it’s uncomfortable. Also, this has high comedic value, Perry being able to just switch clothes at will and go from business to pleasure in the blink of an eye has a lot of potential.

FreakShow

On With The Show: Once per week if one of Perry’s creations, or maybe Perry himself, were to be destroyed or irreparably damaged he can use a stat point to return it to working condition. Too Fast For Love: If Perry were to miss an event that was good for healing his soul due to tinker fugue all tech created during the episode gets an efficiency boost equal to some formula regarding his attunement.

S He

Spendthrift**ier**: Allows Perry to permanently spend a point to make Spendthrift more effective on a specific material. Could apply: * To only the piece he uses it on, i.e. one single piece of cardboard is ~50x stronger after normal spendthrift bonus. * To every piece of that material he uses in future, i.e. all cardboard now 3x after normal spendthrift bonus. Gives him a point outlet that isn't exponential stat growth, while providing a side-path to more power (better batteries, better power armor materials, better floating armaments for less aereonite, etc.)

SunderGoldmane

Oooo material specialization sounds like a nice sidegrade. Maybe something similar to this as another option but is about an effect trying to be achieved by a material? Example “more bullet proof” or “more anti chemestro” or “more tasty”. He could be the best garage grill master tinkerer ever.

SunderGoldmane

If there’s a clone then it is implied that there will be clone shenanigans.

LucasTheLost

How about some nice-but-not-great perks aimed at tinkers in general and garage tinkers in specific. Strong mind/Strong body: For every N(5?) points in nerve, you get a free point of body. Healthy mind/Healthy body: for every N(5?) Points in stability, get a free point of HP. Satey proceedures are for the weak: cataclysmic failure (or success!) of an experiment is less likely to harm you and your assistants, and does less damage. Also applies to your primary lair. (More chances for accidental nudity/comedy: what they're wearing isn't protected) Salvage Sense: you can smell available materials, and quality. Won't work in air tight armor. Perk's definition of available and perk user's may differ. "Not nailed down" perhaps, "for sale", abandoned? Lots of different ways to play it, depending on how useful/funny you want it to be. Quality life/quality materials: Material quality that counts as "cheap" increases with something like log10(net worth). So from millionaire to billionaire is only an improvement of "3" (3 more zeros). "3 what?" you ask.. three whatever you want. Alternatively, just permanently add a material that qualifies for "cheap" bonuses from a limited list. "A tinker is only as good as their tools". Apply bonuses effectiveness to self-made tools based on material quality bonuses. "Who doesn't love explosions?" Explosives made by the tinker are more damaging, cover a wider area, and it becomes easier to tune those properties at build time, though field-expedient modifications would work too.

Chunq

Multiclass, options: Druid (Backyard Breeder/Crazy Cat Lady) - unlocked by basing the majority of your magical might on an animal familiar. Fighter (Battlemage/Muscle Wizard) - unlocked by punching, kicking, cutting, and bashing, these techniques have been passed down through the Zauberer family for generations! Artificer (Technowizard) - self-explanatory.

0xFFF1

Compass: Mentally state something you desire with the phrase format 'Compass: find me [closest / soonest / most likely / etc] [X]'. You will be given an ordered mental list of directions to [X] arranged according to the chosen [sorting method]. The length of the list is dependent on your Attunement. While Perry could probably spellcraft a Compass spell, the benefit of this perk is that it doesn't use spell components at all, not even Perry's own Essense, and that it is fully compatible with the Tinker Twitch, streamlining its usage [ie invoking it thousands of times per second, being able to direct the output to nearby tinkertech, etc] and thus improving the quality and scope of projects made using the Twitch.

SushiAddict

Well it really depends on where the story is going for what perks to pick. As for the obvious, just stick the perks you've already done for the other classes and throw discount versions there. Otherwise: Claudette's Hippy Bullshit - Stability acts as attunement for personally cast spells. (mostly because it bothers me that the system seems to be more powerful) That does three things. One he'll finally get over his bit of inferiority complex so you can have him go on a megalomaniacal diatribe/action before getting slapped down by his mother/grandmother. Two it keeps his spells more powerful when cast by his creations so it won't actually change his class. Three it means he won't feel quite as bad about putting points in stability before his soul breaks. And Then There Were Two - lets perry create a second perry. Make sure to reference the mimic possibly with that z script stuff or the mimic taking over perry or something I Made That! - can add a remote disable to all built tech to prevent other people stealing demon cannons Brain In A Jar - Grown neural systems learn x% faster, maybe options for memory or just general intelligence I Left It At Home - Select 1/something enchanted item to always apply its effect without having to wear it. Reason for him going into enchanting, or his mother figuring out how to add stuff without his permission for amusement. Eeeh, bother me if you want more I suppose.

Dark Mage

Never Leave Home Without It: Summons 1 unoccupied garage to a location that the user specifies to give the Tinker a place to work on projects on the go. The garage is completely random on it's looks/design and contents. Levels 1-5 Third World Country grade garage, 6-10 Downtown Garage, 11-15 Low Income House Single Car Garage...ext. ext. Max Level 100: Personal Garage/Workshop. Cool down 24hours

Gavriel

Active; User Danger Override: For any case where the user will willingly risk death attempting to get around the METHOD of the magic ban, the system will lift the side effects of the magic ban to avoid self harm (for example magical insulator makes soul anchoring difficult, but since it's not internal use of magic, it can be permitted to avoid the risk of soul meddling) Tailored Twitch; Channel your tinker twitch towards a fully defined goal Beforehand Applied Stats; Allows using your stats externally, and all effects thereof (allows using body as a barrier externally, using your power, allows telekinesis of the power of said boost, allows an aura for the attunement for external imposition of your vision of reality onto reality, etc) Focused attunement; Allows Perry to use the attunement boost at variable intensities (tripling body, but removing the other boosts of attunement for example) Limit break; Removes the system limitations on magic, while granting the skills you would have had without the block, temporarily, with the restriction that you must be under magical threat or in case of imminent death to activate Passive; Adaptive immunity; The system adapts to different abilities, groups, etc; creating resistance skills to general categories, as well as specific abilities, it's theoretically possible to get immunity to categories, but reachable to get immunity to individual abilities Multiclasser; allows you to chose another additional tinker specialty Plot Armor: (joke tbh) The system will manipulate possibilities in advance to avoid any chance of death Spacetime Tinkering; Allows you to change the space, and time of each individual part of any creation to make truly compact, and accelerated tech, and shields that act in fast time to act on things in real time (causing the effect of a strong and stiff item simultaneously) Innerclusive; All perks are also focused on your own body General Stat; Sets all stats to your highest stat Magical Spacetime Tinker; Space/time are no longer something relevant to your crafts, size doesn't matter, for any of it, nor specific time Legendary Blood; Can use your own royal, nanite, and legendary symbiote infused virgin blood as the magical and technological supermaterial it is without system interference Death Becomes You; The realization that you are truly an amalgamation of legendary essences, with a body made from materials that a drop can anchor your soul, allows you to drop your limitations and truly embrace your inner terminator Soul Stat: The Ultimate solution to exponential issues of soul, a stat to balance attunement Soul Acclimatization: Allows a buffer on attunement, simultaneously accelerating soul adaptation, at the cost of not displaying the extreme attunement until you can handle it

alex godbeer

A little bit of Power: How affect how much power object needs to run

rwn

Blueprint drafting: by investing stat points, you can create a blueprint that allows anyone who follows it to craft the depicted item as if they had your Tinkering abilities. The quantity and variety of stat points required vary depending on the item, with larger and more complicated items requiring more points, while you might be able to fit multiple simple cogs and struts into a one point blueprint.

Alphanos

Recipe Substitution "A Garage Tinker must become an expert in working with the parts and materials available to them. Once per design, if you are lacking a certain material or item, you may substitute a similar alternative. The substitute will behave as if it were the originally intended component in all respects. The substitute must be similar to within 1 degree of reasonability." Areas that Perry might explore with such an ability: 1) What is "1 degree of reasonability"? 2) Can degrees of reasonability be impacted by Attunement? (If so, presumably to a lesser-scaled degree). 3) What constitutes a "design"? E.g. can Perry apply this once for an armor plate, once for a servomotor, once for a battery, effectively getting many substitutions in smaller components incorporated into a larger project? 4) What are the limits of the complexity of what can be substituted? E.g. raw materials only, or can he also substitute a lego motor and have it behave as a more advanced component of a similar type? 5) To what extent might degrees of reasonability apply to magical components in spell rituals?

rwn

The theory I'm working off of is that "investing points" should, under the hood, mean allocating little bits of his soul into whatever it is; thus perks that allow him to invest points in stuff should be a means of granting either his abilities or his potential to whatever the perk does. So other ideas: convert free points to pay -- invest points in machinery to make it continually produce with your tinker abilities (revokable but if the machinery is destroyed you lose the points) -- pay points / time to be able to include other tinker's work in your crafting -- pay points / time to be able to tinker as if you had another specialty as well -- pay points / time to have your tinker twitch apply to something it normally wouldn't (e.g, combat or social interactions)

ReaderRose

How about a downgrade ability i.e. a higher quality material is used but it is treated as low quality to apply his perk but still retains all the strength of the high quality material (titanium quality = tinfoil % perk)

Dark Mage

Puff Puff Pass: Able to bestow a lesser version of his system once per high tide

LucasTheLost

Limit Break has a side effect. All your hair falls out. Overwhelming ennui not included.

Gavriel

Limit break would have the side effect of increasing attunement; if anything Ultimate Limit Break; permanently unlocks magic system ownership; System priorities become editable

Donmalurkin

Tinker Time: Enter a period of rapid design and production of a piece of tinker technology once per arbitrary period. Basically a fast build perk on a timer.

JoBo12

Since his Systems tries to prevent him from using magic I will limit this to abilities which are non-magical but may have some interesting magical interactions/applications. Possible Garage Tinker abilities: [Crash Course]: After seeing another person (including Tinkers) assemble something you will learn what they did and how it works as well as be able to replicate it given the required materials. (Might be used in conjunction with divination magic for Paradox.) [Multi-Tool]: At will, select 2 (before Attunement) gadgets. The selected gadgets fuse together such that only one is ever physically present. You may instantly exchange it's physical appearance with that of another gadget used in the fusion. (Think smartphone turning into gun with only a thought as an example. Damage on one fused gadget may be reflected on other fused gadgets. If the smartphone is destroyed the gun would also no longer function.) (Maybe interesting combinations of using Multi-Tools as parts in bigger creations.) [Now that's a lot of Damage!]: Secrete a thick paste from your hands at will. If applied to a damaged part the paste will dry and act as a functioning replacement, fixing the damage. The paste in its dried form will last for 1 hour (before Attunement). (Amount/Speed of secretion may also depend on Attunement.) [Always At Hand]: Mark up to 2 (before Attunement) things by touching them (marks can be removed/replied the same way). At will you may summon a marked thing into your hand. (Could also apply to people.) [Shut-in]: Other Powers are unable to affect you while you are inside your garage (lair) or inside armor. (Note that the armor and the lair itself can still be affected/destroyed.) (Might need to be changed to x% harder to affect instead of full on immunity.) [Overprotective]: While you are within the vicinity (range affected by Attunement) of your creations other powers are unable to affect them. (Inverse to Shut-in. Does not protect the User.) (Might need to be changed to x% harder to affect instead of full on immunity.) Abilities from other Tinker classes: [Assembly Line]: While an assembly line of yours works uninterrupted it's production speed gradually increases by 5% (before Attunement) for each day of uninterrupted work. (A line working uninterrupted for 20 days would start producing at twice it's normal speed.) (May be unbalanced though now the difficulty is actually acquiring enough materials to keep the assembly line working uninterrupted.) [Life-Support]: While inside a suit constructed by yourself you do not need to drink, eat, breathe, exercise or sleep to stay healthy. (Probably from some sort of Outer Space Tinker.) [Continuous Combustion]: When burning fuel 5% (before Attunement) less fuel will required to generate the same effect. (Fuel is a very abstract concept so their is some leeway for creative interpretations.) (Negative Fuel consumption could actually generate it instead leading to problems or opportunities.)

JoBo12

[DiWHY]: Learning how your creations work will cause mental anguish (severity based on Attunement) unless you gave them permission. (Makes Paradox a Cognitohazard) [AI Whisperer]: All AI within your vicinity (range affected by Attunement) will regard you as friendly, refusing to take hostile actions against you unless attacked first and following simple (nonviolent) orders which do not conflict with their programming. [Tech Support]: At will, after turning a malfunctioning piece of technology off and back on it will work flawlessly for 1 hour (before Attunement). [As good as New]: Your creations will always look as if in pristine conditions, even if damaged. [Big Daddy]: You may mark a single suit of armor as your Big Daddy (number not affected by Attunement). While you are not inside, you can mentally remote control the armor as if you were inside and you perceive everything its sensors register. When not controlled the armor will still follow you and protect you from threats to the best of its abilities.

Jason

[Spontaneous Proposal]: Generate a random idea that may or may not be useful (often humorous). [Tool Belt]: Store and summon handheld tools (non combat). [Autopilot]: AI takes control of your body to handle mundane tasks or flee to safety when knocked unconscious.

Roeland

[Dual core mind]: while in tinker fugue state a part of his mind splits of and is able to observe his surroundings and wake himself up. Kind of simple but I feel the fugue state is a massive weak point of thinkers. Also if no one knows he is aware you can write some funny shit.

Roeland

Also the diwhy above is great. follows in the steps of that crazy replicator dude indirectly as well.

DreamweaverMirar

Maybe a perk to unlock an inventory system? Or a wardrobe, so he can equip clothing when he inevitably ends up naked again.

DrBubblez

Since he has a mimic spirit, I think he could have a perk that lets him infuse a material with properties(magical or otherwise) of another material by consuming a certain amount of that other material and turning it into essence that gets absorbed. It would have some efficiency loss, but could let him infuse cardboard with Titanium essence so that while that piece of cardboard wouldn't be quite as strong as titanium, it would be affected more strongly by his spendthrifter perk, ending up with a better final product and conserving his DIY vibe even after he can afford absurd super materials. Also could make stuff like non combustible wood, or non conductive metal armor, or regular copper wires that behave like optic fiber or something. Alternatively maybe he could deconstruct other tinker items for parts that retain a part of that tinkers physics bending power. It would also be cool if he had like an auto-scrap power that would be cheap and relatively useless until he found some kind of loop-hole or emergent property with other perks or with his attunement that let him use it as an offensive power. Basically turning some cowls power armor into a pile of gears and doodads.

LifeOfConfusion

There is no "I" in team: when working with other tinkers magnifies the affect of tinker twitch and allows cross usage of specialisation. Warning: Can result in world ending shenanigans.(if you have read Brennus you will get the Idea) Eureka!: Improves effects of Tinker twitch. Warning: lowered control over end results. Many Hands Make light work: Creates Clones of the user. Clones last Body Hours, Have Nerve/Stability Intelligence and have one random character trait amplified.

A

[Dual Degree] - "Degrees not recognized by any accredited university." Gain the starting perks from another Tinker class and the ability to select from those perks at later levels. - I assume he'd pick the Industrial Tinker he was tempted by before, but not sure if that would be too world-breaking. [Upgrade] - "When you don't have time to build everything yourself." Ability to apply perks to an owned item without needing to modify the item. Warning: Will likely remove effects applied by other Tinkers or abilities. - This one's more of a time-saver than anything world-breaking, but maybe above a certain attunement level this can start to stack on top of other Tinker inventions to be more exciting. [Tamper-proof] - "What's mine is mine, and I have the wired explosives to prove it." Makes Tinker items more difficult to understand or modify by other Tinkers or mundanes. Those attempting to do so may experience psychic pain (scaling with attunement). - JoBo12's DIWHY is a way cooler name for this, though. [Compatibility] - "When you and your friends want to break physics together." Increased ability for other Tinkers and mundanes to incorporate your creations into inventions of their own and make minor modifications without losing class perk effects. (Makes Perry's inventions a lot more valuable for other Tinkers if they don't worry about losing his buffs by modifying things they buy from him). [Copycat Inventor] - "When intellectual property only applies to YOUR property" Increased ability to understand and replicate the inventions of other Tinkers, though inventions dependent on other Tinkers' abilities will be substantially inferior copies (mitigated by attunement). [Inscrutable Thoughts] - "A Tinker's mind is a mystery to everyone but themselves." Renders Perry immune / resistant to mind-reading and mind-control. [Garage Ritualist] - "Err%or: Claudette's Hippie B*IIsh*t detected" Improves Tinker Twitch to better be able to modify or create new magical rituals. User gains a better understanding of the outcomes of rituals. - This would help avoid another healing ritual accident from occurring again. [Loyal Creations] - "One loyal minion is worth a hundred death rays." Sentient and sapient creations you create are innately loyal to their creator and less likely to rebel or betray. [One Man's Trash] - "Who would throw out a perfectly good vial of Anthrax?" Increases likelihood for Tinker to come across useful, valuable, and unusual ingredients, materials, and parts (scaling with attunement). - Combines well with the scrapyard Perry has and shouldn't be too overpowered. [Specialization: X] - "A Tinker without a specialty is like a dinosaur mecha without laser eyes - BORING" Tinker selects a single permanent specialty for which all class perks will be 50%-500% more effective. The narrower the selected specialty, the greater this effect. [Self-Made Man] - "A Tinker that experiments on themselves is either unstoppable or dead. Let's make sure you're former." Increases chances of success when making modifications to yourself, and significantly reduces the likelihood of catastrophic, debilitating, or fatal mistakes when doing so. Slightly increased effectiveness of all class perks for technology integrated into yourself (scaling with attunement). [Delegation] - "When cloning yourself is too much of a hassle" Allows a designated minion to channel a lesser version of Tinker's abilities. - Seems like this might fit better in the Industrial Tinker perk-tree, though. [Friendly Fire] - "Never get blown up by your own self-destructing kill-bots again!" Tinker is immune to being harmed by their own inventions.

Chevron8

[Reverse the polarity] - makes a gadget/reaction behave the opposite of normal. Think cold fire. Dark light. OP interaction where Perry can invert spells.

austin kutz

[Substitution] can substitute one component per build so long as the substitute is similar enough to the invented component (required similarity determined by attunement) (at very high levels he'll be able to turn a rock into a supercomputer by willing it) [bio-tinker] applies attunement bonus from garage tinker to biological experiments (including but not limited to his own body] [steady mind tinker] minor attunement bonus to stability

Pixelblade

[Sharing is Caring] let everyone in an x meter area around you experience the mindwarping effects of your attunement. Can be activated at no cost and will relieve your own pressure proportional to the number of targets. You could weaponize it or add a mechanic to the story where he needs to periodically release the pressure he's under at high attunement to stay sane (at the cost of 'mildly' mindflaying everyone around him). You could then have him find ways to work around this ethical dilemma, like having him use more advanced sentient spell modules to cheese the target count.

Cody

I feel like garage tinkerer should have a spray paint perk. Depending on the contents it could increase durability by a percentage, defend against scrying, make the suit air tight, maybe it could eventually go towards regeneration the armor consume the paint to repair itself, or maybe it gives a stealth bonus for a stealth suit or the opposite for when he wants to be seen

Fortunis

[Industrial Compression] able to change cheaper materials density with no change in weight.