Engineers build and destroy structures, traps, machines, and ships. Engineers get 1d6 HP per level.
When attempting repairs on a ship, the Engineer rolls the Tech die vs. the Power die of the system under repair; they may get an additional tech die per Luck point they spend. They may also spend Luck to add a Tech die to other feats of engineering. Engineers’ Tech Die only applies to their Engineering Skills and rolls related to the ship or fortification they’re the Engineer of, e.g. if the ship has to make a save, or the ship’s pilot is rolling to maneuver. Un-like Halflings and parties, more than one Engineer per ship can spend Luck to aid rolls with Tech Dice, but only one Engineer per roll. For all other skills, saves, and the like, Engineers spend Luck normally: 1 point of Luck for 1 point on the die roll.
Engineers recover Luck at a rate of their level per night, up to their natural maximum.
MacGuyver up a new device or re-purpose an existing one. GM sets a DC for the device, as well as a cost and amount of time, and the Engineer succeeds in building the device if the roll is a success using the Invent Device die + Luck Bonus. The Engineer may spend luck (getting the Luck Die per point spent) to improve the chances. Future posts will go into a more elaborate system for complex devices.
as the Thief skill
as the Thief Skill
Hide anything from a trap to a secret base. The amount of time it takes and cost depend on how large an area needs to be hidden and the available materials. The Engineer’s skill check becomes the DC for somebody to discover the hidden area.
Builds a new trap, DC for creating the trap is the intended DC for avoiding the trap (10, 15, 20, 25): effect of the trap is as per the description the Engineer gives of what’s being built. Camouflaging the trap is a separate step. E.g. if the Engineer digs a 10′ pit and puts spears in the bottom, then it’s as a spear trap and should be statted accordingly. If the Engineer then wants to conceal the pit with leaves, that requires a Camouflage roll.
The cost and time it takes to build the trap are determined by the GM based on the description: a simple snare trap might only take a few minutes and be free or the cost of a rope if no vines are available; a room where the doors lock and the floor opens up onto boiling oil would take weeks or months and require actually getting all that oil, building and installing heaters, etc.
as the Thief Skill
Disarms or bypasses security systems.
Dig a tunnel and shore it up against collapse; also undermine fortifications. Covers the use of explosives for mining.
Destroy structures and machinery through the controlled application of explosives. Each additional tier of difficulty (10, 15, 20, 25) doubles the damage explosives do to the structure.
Repair a broken device. DC, time and cost set by GM. Generally should be about 1/10 to 1/25 of buying new.
Build a new device of a known, well-understood, type. DC, time and cost set by GM, but likely to be higher than buying a new one unless the Engineer has a fully equipped workshop and assistants/apprentices.
Find Weak Point
Locate the weakest, most vulnerable point of a structure or machine. Each additional tier of difficulty (10, 15, 20, 25) doubles the damage to the structure, from whatever source.
Engineers are trained with pistols, siege weapons, and improvised weapons such as wrenches and cutting torches. If coming from a low-tech background they may also be trained in crossbows, short-swords, and daggers.
Note: this post originally appeared in a slightly different form in my related blog, Elves and Espers. I’m reusing the material from there as appropriate for my new campaign.