Tinkerer
Spellcast Trait: KnowledgePlay as the Tinkerer to assist your allies through your mystical Gadgets.
Gadgets: At the beginning of a session, place a number of d6s on this card equal to your Spellcast modifier. These are your Gadget Dice. Whenever someone within Very Close range rolls with Fear you may spend one of your Gadget Dice to bring out a gadget to assist, and add the result to their Hope die. You may use a Downtime activity to replenish your Gadget Dice up to your Spellcast modifier. At the end of each Session, clear all unspent Gadget Dice
Fast Tinkerer: If you use a Downtime activity to replenish your Gadget Dice, you may take an extra Downtime activity.
Gadget Upgrade: When you use a Gadget Die, you may mark a Stress in order to roll a second d6, and discard the lower of the two.
Back to the Drawingboard: When you use a Gadget Die, and it doesn’t turn the result into a Hope roll, you don’t spend the Gadget Die.