Real Name: Unknown.
Occupation: Underworld technician and inventor.
Identity: Secret.
Legal Status: Presumably a citizen of the United States, no known criminal record.
Other Aliases: None.
Place of Birth: Unrevealed.
Marital Status: Apparently single.
Known Relatives: None.
Group Affiliation: Occasional ally of Mysterio.
Base of Operations: New York City.
First Post-Reboot Appearance: AMAZING SPIDER-MAN #
History: The origins of the man known as the Tinkerer are currently unknown. It is known that he has been an inventor and mechanic for the New York City organized criminal syndicates for several years, possibly decades.
The Tinkerer operates in a repair shop in Harlem, "Tinkerer's Home Appliance Repair." The above-ground shop is where he performs all of his strictly legitimate work, and he is known to repair any household appliances or electronics for reasonable rates, often subtly improving their performance. The basement of the shop, however, which he keeps off-limits to the general public, is where he entertains his criminal clientele.
The Tinkerer is responsible for creating the Scorpion's cybernetically-controlled tail, and has worked with Mysterio on numerous occasions. The Tinkerer refuses to engage in overt criminal activities himself, preferring to stay behind the scenes as the one criminal supplier with the lowest overhead.
Age: 53.
Height: 5' 8".
Weight: 165 lbs.
Eyes: Grey.
Hair: White, bald on top.
Uniform: None.
Strength Level: The Tinkerer possesses the normal human strength of a man his age, height, and build who engages in little regular exercise.
Known Superhuman Powers: None.
Other Abilities: The Tinkerer is a skilled inventor and mechanic, and an expert in producing state-of-the-art technology from scrounged parts. He is able to produce devices which push the envelope of state-of-the-art from components found in most junkyards.
Weapons: The Tinkerer normally has access to a number of weapons he's designed and built.
155 points
Attributes: ST 9 [-10]; DX 9 [-20]; IQ 14 [80]; HT 9 [-10].
Secondary Characteristics: Dmg 1d-2/1d-1; BL 16 lbs; HP 9 [0]; Will 12 [-10]; Per 14 [0]; FP 9 [0]; Basic Speed 4.50 [0]; Basic Move 4 [0]; Dodge 7.
Languages: English (Native) (Native Language) [0]; Spanish (Accented) [4].
Cultural Familiarities: Western (Native) [0].
Advantages: Artificer 3 [30]; Gadgeteer [25]; High Manual Dexterity 5 [25]; Reputation (Superb Mechanic) 2 (All the Time, Large Class of People) [5]; Wealth (Comfortable) [10].
Perks: Forgettable Face [1].
Disadvantages: Code of Honor (Professional) [-5]; Miserliness (12) [-10]; Pacifism (Self-Defense Only) [-15]; Secret (Underworld Supplier) (Imprisonment) [-20]; Skinny [-5]; Workaholic [-5].
Quirks: Attentive [-1]; Likes Classical Music [-1]; Uncongenial [-1].
Skills: Connoisseur (Music) (A) IQ-1 [1] – 13; Electronics Operation/TL8 (Media) (A) IQ-1 [1] – 13; Electronics Operation/TL8 (Sensors) (A) IQ+0 [2] – 14; Forgery/TL8 (H) IQ+0 [4] – 14; Inventor! (WC) IQ+4 [72] – 18*; Lockpicking/TL8 (A) IQ+0 [2] – 14; Savoir-Faire (Mafia) (E) IQ+0 [1] – 14; Scrounging (E) Per+2 [4] – 16; Streetwise (A) IQ-1 [1] – 13.
Starting Spending Money: $8,000 (20% of Starting Wealth).
* Conditional +3 from Artificer.
An amoral, crotchety, lonely man, the Tinkerer is a criminal who prefers to operate behind the scenes. He has no permanent ties to any organized criminal syndicate, nor does he care who he develops his technology for. Indeed, he is mainly considered a criminal because most of his clients are, making him little more than an accessory to their crimes. If he was approached by a hero or anti-hero and offered money to develop a weapon, he wouldn't turn down the offer. If he has one code, it's that he will not betray any of his clients to another client.