Basic Occupation: Tinker 

Description:  The tinker is a wanderer, repairing pots and sharpening knives, trading old clothes and scrap, and generally keeping poor villages which never see a true merchant alive. Much lore and myth has evolved about the tinker, and in many lands to harm one is extremely bad luck.

How to play: 

Suggested Trappings:

Income: Anything you can make with your buy/sell skill and tinkering skill. 

Skills:

Buy/Sell (25) - Even in peaceful times, Mystwood is a remote area, with few opportunities for commerce. Only the hardiest of peddlers and merchants will brave the treacherous roads through the forest. Even those who do come to the Mystwood will not be successful without a good knowledge of when and where goods are likely to be available, what reasonable prices are, and where buyers can be found with actual coin to spend.

The Buy/Sell skill represents this knowledge. You may use this skill once per Event, at a time of your choosing. Bring a list of items you want to buy or sell and the coin to do so to a Grey Wanderer, or go to the Staff operations building. This represents interaction with an off-board NPC merchant.

Commerce - You know how much things are worth, and can read Flags marked “Commerce” which may reveal the value of various items, and perhaps a little about their history or origin.

News & Rumors - You receive a general write up of what is going on in Eastmarch at the start of each event, with a few extra rumors thrown in that may or may not be true.

Tinkering - You gain 2 Craft Points per Day, which may be used to make items from the Apothecary, Metalworking, Sewing, and Woodworking Craft Skills, with the following limitations:

    •  You may only make items which cost 0 or 1 CP.
    •  Items which cost 0 CP for crafters with the appropriate Craft Skill cost 1 CP for characters with Tinkering.
    •  Tinkering is not a "Craft Skill", and you cannot gain more Craft Points for it using other abilities which improve "Craft Skills", most notably Craft Kits.