THE ENGINEER
Firearms, explosives, alchemy...no tool is off-limits to forge the way forward and broaden the horizon for all people. With gears whirring and sparks flying, I leverage the power of technology to overcome any obstacle. I am an Engineer.
A myriad of ideas tickle the edges of your brain. Like a wizard of gears and gunpowder, you offer your team great versatility and firepower through the use of cunning Inventions, built from spare parts. You are among the most versatile of Classes, able to prepare for any challenge or fill any tactical niche by choosing the right Inventions.
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Invention |
Passive (Half-Action)
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The Engineer starts the game with this ability at Notch 1.
You begin each Full Rest with (Intellect) x (Notch) Scrap. During any Rest period, your constant tinkering converts any available Scrap into wondrous Inventions. As your Rest ends, exchange Scrap for any of the Inventions listed below.
Using an Invention is always a Half Action for you. No one else can use your Inventions and they have no monetary value; you cannot in any way benefit from selling, exchanging, or even giving them away.
After using an Invention, roll 1d20. On a roll of 11-20, the Invention remains intact and can be used again. On a roll of 1-10, the Invention breaks and its Scrap cost is returned to you.
When you start a Full Rest, all of your extra Scrap is lost and your Inventions are broken down (you'll need to use your available Scrap to reinvent/maintain them if you wish to use them again the following day).
Using an Invention is always a Half Action for you. No one else can use your Inventions and they have no monetary value; you cannot in any way benefit from selling, exchanging, or even giving them away.
After using an Invention, roll 1d20. On a roll of 11-20, the Invention remains intact and can be used again. On a roll of 1-10, the Invention breaks and its Scrap cost is returned to you.
When you start a Full Rest, all of your extra Scrap is lost and your Inventions are broken down (you'll need to use your available Scrap to reinvent/maintain them if you wish to use them again the following day).
Inventions
Arcane Neutralizer
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2 Scrap
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Throw the Arcane Neutralizer up to 10 meters. It deploys around itself a sphere of anti-magic which neutralizes all magic in a 5 x 5 meter sphere surrounding the device. Spells cannot be cast in this area of effect, Arcanum are inert, magical items lose their enchantments, and persistent magical effects cease, returning everything within the sphere to a normal, non-magical state. The field persists for 1d6 + (Notch) rounds, after which the device shuts down and magic returns to the area of effect.
Bottlecap Rockets
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1 Scrap
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Fire up to (Notch)d4 Bottlecap Rockets from a box-shaped launcher. The rockets whiz through the air towards a target or multiple targets of your choosing within 10 meters. Each rocket automatically hits its target, dealing 1 Fire damage on impact.
Breath Mask
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1 Scrap
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Don this headgear, creating a sealed environment within the mask that blocks out the effects of harmful gasses, radiation, and allows the wearer to breathe normally, even underwater or in an airless vacuum, for as long as the mask is worn. The mask contains one hour of breathable air and can't be worn any longer without suffocating.
Bubble Shield
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2 Scrap
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Throw the Bubble Shield up to 10 meters. A 5 x 5 x 5 meter sphere of repellant force surrounds the device, through which no projectile or harmful force can pass. Creatures are free to enter and exit this area and can see clearly through the force bubble. The field persists for 1d6 + (Notch) rounds, after which the device shuts down and the shield vanishes.
Drill Fist
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2 Scrap
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For the remainder of the scene, gain access to a new weapon: your Drill Fist. The Drill Fist is a one-handed melee weapon with a +(Notch) bonus to Attack rolls. It uses a d10 as its damage dice and ignores up to (Notch) points of Physical Resistance.
While equipped with your Drill Fist, you can use an Action to drill a hole up to (Notch) meters in depth and diameter through an unattended, non-magical object or terrain feature.
While equipped with your Drill Fist, you can use an Action to drill a hole up to (Notch) meters in depth and diameter through an unattended, non-magical object or terrain feature.
Grapnel Gun
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1 Scrap
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Launch a grappling line at an object up to (Notch x 5) meters away. If the target is something you could easily carry in one or both hands and is not attended to or anchored down, pull it into your grasp. If the target is significantly heavier than you or an anchored/stationary object, wall, or fixture, pull yourself into a space adjacent to or on top of the target.
You may also target Medium or Small creatures with your Grapnel Gun, forcing them to Save. Those who fail a Save are either Immobilized (Save ends) or pulled into the nearest space adjacent to you.
You may also target Medium or Small creatures with your Grapnel Gun, forcing them to Save. Those who fail a Save are either Immobilized (Save ends) or pulled into the nearest space adjacent to you.
Guster
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2 Scrap
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Use of this small vacuum canister occurs in two stages. The first time you use it, throw your empty Guster up to 10 meters. It sucks up a 3 x 3 meter volume of gas or liquid, filling itself to capacity (you don't need to roll to see if the Invention breaks at this point).
The second time you use your Guster, throw it up to 10 meters. It expels its stored contents with extreme force, pushing all adjacent creatures 1d6 meters and forcing them to Save or fall prone. A zone centered on the Guster is filled with its contents. The size of the zone depends on how many Notches you have in Invention.
The second time you use your Guster, throw it up to 10 meters. It expels its stored contents with extreme force, pushing all adjacent creatures 1d6 meters and forcing them to Save or fall prone. A zone centered on the Guster is filled with its contents. The size of the zone depends on how many Notches you have in Invention.
Holoprojector
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1 Scrap
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This small sphere projects any visual illusion you can think of into the area around it. The illusion can be static or move, can play a minute-long animation (either stopping at the end of the animation or looping back on itself), and can fill up to a 5x5 meter area with any visual apparitions you can come up with.
Landmine
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1 Scrap
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Drop a Landmine into an unoccupied adjacent space as a Free Action during your turn. This object is Hidden from creatures with an Awareness score equal to or less than the number of Notches you have in Invention. The next creature to enter this space steps on the Landmine, detonating it and taking (Notch +2)d8 Fire damage. They are also pushed 3 meters and fall Prone. A Landmine also explodes if it takes at least 1 damage from any source.
Medikit
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2 Scrap
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Treat the injuries of an adjacent ally, allowing them to roll their Resolve dice (Notch) times and recover HP equal to the total amount rolled.
Nocturnals
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1 Scrap
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A pair of goggles you can switch on to see with perfect clarity in any level of illumination for up to an hour before the power failsafe kicks in and shuts them off. They even allow you to see in pitch black (though they can't see through fog, smoke, or other environmental factors that may obscure your vision).
Philosopher's Star
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2 Scrap
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Reduce by (Notch) the Strain cost of the next Arcanum or Spell used by you or an ally of your choice within 20 meters.
Probability Matrix
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2 Scrap
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Instead of using this Invention as a Half Action, you may use it as a Reflex which is triggered when a dice is rolled and you dislike the result. You may tilt the dice one degree in any direction and use the new number as though the dice had fallen this way naturally.
Regenamist Battery
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3 Scrap
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Switch this invention on and throw it up to 10 meters. A healing mist emanates from this invention, restoring 1d8 HP to allies within (Notch) meters of the Regenamist Battery at the end of your turn each round.
Robot Arms
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4 Scrap
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A second pair of arms, mechanical in nature, emerge from a pack on your back and become yours to control for the remainder of the Scene. Your Robot Arms have all the strength and dexterity of your normal arms and can move, lift, carry, and wield objects and weapons just as your Mortal arms do. Once per round, your Robot Arms can take any Action that you are capable of.
Explosive Foam
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1 Scrap
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Each use of this Invention takes place in two stages: the first time you use Explosive Foam, use a Half Action to spray a sticky blue foam onto a surface.
Using this invention a second time, you send a remote signal to the foam to explode, destroying whatever object it was sprayed on (assuming the object is less durable than solid iron). Any creature adjacent to the explosion must Save or take (Notch)d4 Physical damage and be Staggered (Save ends).
Using this invention a second time, you send a remote signal to the foam to explode, destroying whatever object it was sprayed on (assuming the object is less durable than solid iron). Any creature adjacent to the explosion must Save or take (Notch)d4 Physical damage and be Staggered (Save ends).
Sleeper Dart
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2 Scrap
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Make an Attack roll to fire this dart at a non-Elite creature who is capable of being knocked unconscious. If you hit, the target takes no damage but instead gains (1d4 + Notch) counts of Lethargy. The creature can Save at the end of their turn each round to remove one count of Lethargy at a time.
Once their total Lethargy meets or exceeds their Brawn score, the target falls asleep for one hour (+1 additional hour for every count of Lethargy above their Brawn score) and can't be awoken before this time runs out.
Once their total Lethargy meets or exceeds their Brawn score, the target falls asleep for one hour (+1 additional hour for every count of Lethargy above their Brawn score) and can't be awoken before this time runs out.
Tractor Beam
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2 Scrap
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Pull an object of your choice within 20 meters into your grasp. The object cannot be larger than something you could reasonably carry in one or both hands. If the object is being held by another creature, they may Save to resist this effect. Alternately, you can manipulate an object from up to 20 meters away as though you were doing so with your own hand.
Trap Kit
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1 Scrap
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Instantly disarm any non-magical trap, no matter how difficult it would otherwise be to bypass.
Universal Key
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1 Scrap
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Instantly unlock any non-magical lock, no matter how difficult it would otherwise be to bypass.
Wing Pack
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3 Scrap
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Instead of deploying this invention as a Half Action, you do so as an Interrupt any time you start falling. A pair of wings pop out of a pack on your back, allowing you to move up to (Speed) meters in any horizontal direction as a Free Action any time during your turn. You drop 1 meter at the end of your turn each round. While you are at least 2 meters above the ground, you continue to benefit from the free movement afforded by your wing pack.
Blaster |
Passive
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You wield a firearm of your own design, a technical marvel only you may wield. If your Blaster is ever lost, stolen, or destroyed, you recreate it from spare parts during your next Full Rest.
Your Blaster is a one-handed weapon that deals Physical damage. It has a range of 20 meters and offers a +(Notch) bonus to Attack rolls. It uses a d8 as its damage dice.
Pick one Mod and permanently attach it to your Blaster. You pick a new Mod and attach it to your Blaster with each new Notch in Blaster.
Your Blaster is a one-handed weapon that deals Physical damage. It has a range of 20 meters and offers a +(Notch) bonus to Attack rolls. It uses a d8 as its damage dice.
Pick one Mod and permanently attach it to your Blaster. You pick a new Mod and attach it to your Blaster with each new Notch in Blaster.
Mods
Arcane Oscillator
During the course of any Rest period, you may copy one Enchantment from a weapon you're Attuned to onto your Blaster. Your Blaster's Arcane Oscillator can only hold one Enchantment at a time.
Bioshot
Once per round, you may fire your Blaster at an ally. Instead of dealing damage, you grant them Endurance equal to the damage you would have otherwise dealt.
Burst Fire
Once per round, you may fire a burst of three shots at a single target, making three seperate attacks (each with Disadvantage) in a single Action.
Calibration
+1 damage to all attacks made with your Blaster. This Mod can be taken multiple times for a cumulative effect.
Caster Shells
You may use your Scrap to create Caster Shells for your Blaster. Caster Shells are magic encased in a bullet, a spell which is cast when you pull the trigger. When you use Scrap to create a Caster Shell, pick which Spell the bullet casts when used.
At any time before the start of your next Full Rest, you can load a Caster Shell into your Blaster as a Free Action and cast the spell by using an Action to fire your Blaster. You must pay any cost (in Strain or other resources) required by the Spell and may use your Attack in place of any required Spellcraft Feats.
At any time before the start of your next Full Rest, you can load a Caster Shell into your Blaster as a Free Action and cast the spell by using an Action to fire your Blaster. You must pay any cost (in Strain or other resources) required by the Spell and may use your Attack in place of any required Spellcraft Feats.
Damage Switcher
Once per Scene as a Free Action, you may change your Blaster's default damage type for the remainder of the Scene.
Dual Pistols
Your Blaster becomes two one-handed pistols, each with the Fast weapon feature. Any Mods you have are applied to each of these pistols.
Grenade Launcher
Once per round, you may fire a grenade up to 10 meters away, which explodes in a 3x3 meter burst centered on the target space. Any creature in or adjacent to this space must Save or take (Notch)d6 Fire damage.
Hand Cannon
Your Blaster gains the Load weapon feature and increases the size of its damage dice by one degree.
Ironsights
+1 to all Attack rolls made with your Blaster. This Mod can be taken multiple times for a cumulative effect.
Radioactive Rounds
Once per round, you may fire a devestating round which poisons its target with radiation, inflicting it's usual damage plus ongoing 1d6 + (Notch) Bio damage at the end of the target's turn each round (Save ends).
Rifle
Your Blaster gains the Two-Handed weapon feature and increases the size of its damage dice by one degree. This Mod can't be taken with the Dual Pistols Mod.
Scattershot
Once per round, gain Advantage on a Blaster attack you make against a creature within 5 meters of you.
Scope
Once per round, gain Advantage on a Blaster attack you make against a creature that is at least 10 meters away from you.
Silencer
Attacks with your Blaster are completely silent and attacking with your Blaster does not end the Hidden condition.
Deploy Drone |
Half Action - Concentration
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You summon a Drone into an unoccupied space within 5 meters. Each Drone has both a pre-determined Action it takes at the end of your turn each round and a Reaction it takes when triggered by specific circumstances. Your Drones have 1 HP, are considered allies, and always fail any Defense rolls or Saves they are required to make. You may use a Half Action during your turn to command a Drone to move up to (Notch + 2) meters.
Pick two Drones you are capable of summoning now and learn how to summon a new Drone with every Notch you gain in Deploy Drone. You may control up to (Notch) Drones at once using the same instance of Concentration.
Pick two Drones you are capable of summoning now and learn how to summon a new Drone with every Notch you gain in Deploy Drone. You may control up to (Notch) Drones at once using the same instance of Concentration.
Drones
Crawler Mine
Action: At the end of your turn each round, the Crawler Mine moves up to 2 + (Notch) meters closer to a creature or object of your choosing.
Reaction: As soon as the Crawler Mine is adjacent to its target, it explodes, forcing all creatures adjacent to it to Save or take (Notch +2)d6 Fire damage.
Medical Drone
Action: At the end of your turn each round, the Medical Drone allows an adjacent within (Notch) meters of it to roll their Resolve and recover (Roll + Notch) HP.
Reaction: When an ally adjacent to the Medical Drone is healed, they becomes Shielded.
Orgone Accumulator
Action: At the end of your turn each round, drop a ball of glowing orgone into a random space within 6 meters of the Orgone Accumulator (to determine a random space, roll a d6 for both the X & Y axis of a grid centered on the Orgone Accumulator)
Reaction: When an ally within 6 meters takes on Strain, drop a ball of glowing orgone into a random space within 6 meters of the Orgone Accumulator.
Poison Pod
Action: At the end of your turn each round, the Poison Pod drops a cloud of noxious green gas into its space which lingers until the Scene ends or a creature enters this poisoned space, dispersing the cloud and taking 1d8 + (Notch) Bio damage and becoming Weakened for the next (Notch) rounds.
Reaction: When a creature is reduced to 0 HP within the Poison Pod's line of sight, it drops a poison cloud in its space and in every space adjacent to it.
Sonic Sentry
Action: At the end of your turn each round, all enemies adjacent to the Sonic Sentry become Fixated on it (Save ends).
Reaction: After a creature that is Fixated on the Sonic Sentry resolves an attack that did not include it as a target, they must Save or take (Notch)d4 Psychic damage and become Stunned (Save ends).
Stingray
Action: At the end of your turn each round, the Stingry flies (Notch + 3) meters and stings an adjacent enemy, forcing them to Save or become Staggered (Save ends).
Reaction: After an enemy voluntarily enters or leaves a space adjacent to the Stingray, they must Save or take (Notch)d4 Electric damage and become Staggered (Save ends).
Striker Turret
Action: At the end of your turn each round, your Striker Turret makes an Attack roll (using your Attack score and damage dice) against an enemy of your choice within 10 meters of it.
Reaction: After an enemy attacks an ally within 10 meters of the Striker Turret, it makes an Attack roll against the triggering enemy.
Jump Jets |
Half Action
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Jump up to (Notch) + (Speed) meters. You can use Jump Jets once each round.
Perks
AlchemistYou may use your Scrap to mix any Potion, Poison, or Explosive. The cost in Scrap is equal to the Potion's base value divided by 5 (round up). |
Durable DesignWhen you roll to see if an Invention breaks, roll twice and use the result of your choosing. |
Mecha-BladeGain access to the Mecha-Blade, a one-handed melee Blade only you may wield. It bears the enchantments of every weapon you are Attuned to, uses a d8 damage dice, and has an Attack bonus equal to the number of working Inventions on your person. |
Quantity, Efficiency, SpeedPermanently reduce by 1 the Scrap cost of your Inventions (to a minimum of 1). |
SalvageGain 1d4 Scrap whenever you reduce an enemy to 0 HP. |
Tech GogglesA pair of advanced goggles give readings of the world you survey. You can look at a creature and know their current/total HP. You also gain the Tech Goggles Feature, which is useful for Feats that involve analysis, research, technology, and data-based problem-solving. |
Rituals
Analyze TECHNOLOGYAfter spending some time with an object or a piece of technology (ancient or modern), you can discern several things about this item. Ask the GM up to three of the following questions:
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Brew PotionUsing on-hand components, you brew a mystical elixir. Make an Intellect Feat and consult the chart below.
0 Bumps You fail to create anything useful. 1 Bump You create a Common Potion, Poison, or Explosive of your choice at Notch 1. 2 Bumps You create a Common or Uncommon Potion, Poison, or Explosive of your choice at Notch 1. 3 Bumps You create a Common, Uncommon, or Scarce Potion, Poison, or Explosive of your choice at Notch 1. 4 Bumps You create a Common, Uncommon, Scarce, or Rare Potion, Poison or Explosive of your choice at Notch 1. 5 Bumps You create a Common, Uncommon, Scarce, Rare, or Mythic Potion, Poison, or Explosive of your choice at Notch 1. |
FabricateCreate an Invention of your choice, using your Supply in place of Scrap. |
Flash of GeniusUnder a sudden burst of inspiration, you create a custom Invention of your own design. Tell the GM what you want this Invention to do. The GM will assign a Scrap cost necessary to create the device as you've described it.
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Primal CauldronYou break a piece of technology down into Scrap you can use. The amount of Scrap you receive depends on how complex, advanced, and valuable the item you disassemble is.
Common, Cheap, Uncomplicated: 2 Scrap Uncommon, Modest, Intricate: 4 Scrap Scarce, Costly, Elaborate: 6 Scrap Rare, Expensive, Complex: 8 Scrap Mythic, Lavish, Advanced: 10 Scrap |
RepairOver the course of this ritual, you piece a broken object back to full repair. You are able to fully repair any mundane object through this Ritual, no matter how broken it is, so long as you have access to your tools and most of the broken pieces. |