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The Tinkerer in his Dregs workshop, pulling six security maps into one clean exploit path
CyberDeck ยท Launch Operative

The Tinkerer

Red-Team Tinkerer

One more breath before the system falls apart.

You don't grind enemies down โ€” you infect one. Jam an unstable Payload into a single host, pile the stacks higher while your deck rots with self-inflicted Glitches, and cash the detonation the instant before the clutter buries you.

DifficultyExpertPlaystyleBrinksmanshipHealth71 HPAvailabilityLaunchFor fans ofAll-in roguelike risk

Most operatives ask how hard you can hit. The Tinkerer asks a colder question every turn: is it worth one more stack, or do I cash out now?

Wait one turn too long and the Glitches clog your hand, your guard goes paper-thin, and the enemy swing lands on a flawless setup you never got to fire. Cash out at the exact second and you detonate the fight wide open. This is the operative for players who get high on the clutch.

THE DEFINING MECHANIC

Payload Brinksmanship

Stack a Payload on one enemy โ€” the more stacks it carries, the bigger the detonation and the harder the host bleeds each turn โ€” while greedy plays shuffle dead-weight Glitches into your own draw pile. Then pick the exact detonation window before those Glitches bury your hand.

PAYLOAD ×5 · one infected hosthost bleeds 1/turn (⌊5÷3⌋)
No timer, no decay โ€” the Payload waits as long as you do. Every extra stack is a bigger detonation and a harder per-turn bleed.
YOUR DRAW PILEGGGreedy plays seed Glitches โ€” each one drawn costs 2 Integrity and can't be played. Detonation clears them all.
CASH OUT โ€” ON TIME

Detonate a Payload stacked high โ€” damage per Payload times every stack: huge single-target damage, every Glitch cleared from your hand, residual infection spread to the board, and capped Integrity clawed back.

ONE TURN TOO LATE

The detonator never showed. Glitches clog the hand, the Quarantine shell is spent, and the enemy swing lands on a setup you never got to fire.

The Tinkerer pulling telemetry into a single exploit path, mid-detonation
THE PAYOFF

THE CASH OUT

HP on fumes, Payload at max, hand half-dead โ€” then one screen-clearing detonation that kills the host, seeds the rest of the board, and patches the damage you took getting there.

You didn't get caught in the blast. You scheduled it.

WHY THE TINKERER

The only operative who weaponizes nearly killing himself

vs. the gambler

El Money bets on external random rolls. The Tinkerer runs a self-inflicted risk whose size he sets and can see โ€” Payload stacks and Glitch count. The only hidden variable is his own draw order, never an outside dice roll.

vs. the speed snowball

GG is a durable velocity engine with no single big turn. The Tinkerer is a fragile timebomb whose power is one deferred detonation. He gets stronger by nearly dying โ€” not by piling up speed.

For the daredevil who chases the clutch. If you loved riding a gamble or flooring the throttle, this is the same adrenaline โ€” except you're betting your own life, not luck or tempo.

WAYS TO PLAY

Six ways to run the clock

Draft toward the build that fits your nerve โ€” a patient stacker, a residual-spread closer, or a flat-out detonation gambler.

Host Selection

Pick the one enemy worth infecting.

A prepared host becomes the source of lethal damage and spread.

Overload Pressure

Pile the Payload higher while your hand gets riskier.

A deeply stacked detonation hits far harder than an early panic cash-out.

Cashout Timing

Read the exact release window.

Detonate for huge damage, clear hand Glitches, swing back from the edge.

Residual Routing

Turn one precise kill into pressure on everyone else.

A remnant of the detonated Payload seeds the next failure window.

One More Breath

Buy just enough survival to reach the right detonation.

A narrow Quarantine shell gets the turn you needed โ€” never a turtle.

Contamination Control

Purge or route your own Glitches before they bury your hand.

Expert builds carry more risk for bigger payoffs without bricking.

EASY TO FEEL

The loop reads instantly โ€” infect a host, watch the stacks climb, detonate. The first clean Cash Out feels like getting away with something.

HARD TO MASTER

Mastery is pot-odds math: tracking stacks, Glitch density, draw odds, and enemy intent to know when one more stack is correct โ€” and when the smaller cash-out is the expert line.

THE OPERATIVE

The Dregs fixer who plays the system, not the game

Harris "Tink" Delacroix โ€” a bored-genius netrunner who walked out of a corp job because best practice was old thinking with better stationery. He doesn't beat the architecture. He finds the hole in it.

Read his full record in the Sprawl →
IN THE WORKSHOP

See the clock in motion

ON SCREEN

Read it at a glance

The chrome you watch in combat โ€” your operator card, and the tray that tells you exactly how close to the edge you are.

Your operator card at the character select.
โš Payloadร—5
โœ–Glitchร—2
โ—“Quarantine4
The tray โ€” Payload stacks on the host, the Glitches piling into your draw pile, and your one-breath Quarantine shell.
Live combat detail โ€” captured once the deck is published to the site.
META-PROGRESSION

Skill Tree

Specialize across runs โ€” heavier Payload stacking, deeper detonations, or tighter Glitch control for the highest-risk builds.

109 nodes ยท 258 connections ยท v2

THE FULL POOL

Card Database

Every card in the Tinkerer's pool โ€” filter by rarity and type, rendered by the same engine as the game.

Plant it. Let it grow. Cash out before it takes you with it.