Difference between revisions of "Class: Engineer"

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(Class Features)
(Engineer Fields and Devices)
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|width="20%" align="left" style="background:#A4A4A4;"|'''Device'''
 
|width="20%" align="left" style="background:#A4A4A4;"|'''Device'''
 
|width="80%" align="left" style="background:#A4A4A4;"|'''Effect'''
 
|width="80%" align="left" style="background:#A4A4A4;"|'''Effect'''
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|-align="left"
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|Portal Gun || Atomical energy allows you to create a pathway between disjoint points in space.
 
|-align="left"
 
|-align="left"
 
|[[Technology:_Atomical_Device_List#Proton Gun|Proton Gun]] || Device deals ''potency 2'' radiation damage to Undead, ethereal, and insubstantial creatures; may also ''slow''.
 
|[[Technology:_Atomical_Device_List#Proton Gun|Proton Gun]] || Device deals ''potency 2'' radiation damage to Undead, ethereal, and insubstantial creatures; may also ''slow''.
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|width="20%" align="left" style="background:#A4A4A4;"|'''Device'''
 
|width="20%" align="left" style="background:#A4A4A4;"|'''Device'''
 
|width="80%" align="left" style="background:#A4A4A4;"|'''Effect'''
 
|width="80%" align="left" style="background:#A4A4A4;"|'''Effect'''
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|-align="left"
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|Cruezzir || Experimental medical compound has a variety of "beneficial" effects on living tissue.
 
|-align="left"
 
|-align="left"
 
|[[Technology:_Biomedical_Device_List#Stimpack|Stimpack]] || Device heals a living target of ''potency 3'' damage, halved if no ''healing surge'' is spent.
 
|[[Technology:_Biomedical_Device_List#Stimpack|Stimpack]] || Device heals a living target of ''potency 3'' damage, halved if no ''healing surge'' is spent.
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|width="80%" align="left" style="background:#A4A4A4;"|'''Effect'''
 
|width="80%" align="left" style="background:#A4A4A4;"|'''Effect'''
 
|-align="left"
 
|-align="left"
|[[Technology:_Chemical_Device_List#Nerve Agent|Nerve Agent]] || Creatures within a 20-foot radius become ''slowed'', ''immobilized'', ''unconscious'', then ''dead''.
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|Hydrofluoric Acid || Acid deals ''potency 6'' acid damage against creatures or objects.
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|-align="left"
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|[[Technology:_Chemical_Device_List#Neurotoxin|Neurotoxin]] || Creatures within a 20-foot radius become ''slowed'', ''immobilized'', ''unconscious'', then ''dead''.
 
|}
 
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|width="20%" align="left" style="background:#A4A4A4;"|'''Device'''
 
|width="20%" align="left" style="background:#A4A4A4;"|'''Device'''
 
|width="80%" align="left" style="background:#A4A4A4;"|'''Effect'''
 
|width="80%" align="left" style="background:#A4A4A4;"|'''Effect'''
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|-align="left"
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|Enigma Machine || Device can generate and crack codes and unknown languages.
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|-align="left"
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|Scanalyzer || Scan and analyze creatures and objects, giving you an idea of their capabilities.
 
|-align="left"
 
|-align="left"
 
|[[Technology:_Differential_Device_List#Universal Remote|Universal Remote]] || You can take ''control'' of Constructs.
 
|[[Technology:_Differential_Device_List#Universal Remote|Universal Remote]] || You can take ''control'' of Constructs.
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|width="20%" align="left" style="background:#A4A4A4;"|'''Device'''
 
|width="20%" align="left" style="background:#A4A4A4;"|'''Device'''
 
|width="80%" align="left" style="background:#A4A4A4;"|'''Effect'''
 
|width="80%" align="left" style="background:#A4A4A4;"|'''Effect'''
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|-align="left"
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|Cloaking Device || Wearable device can ''cloak'' you for a short period.
 
|-align="left"
 
|-align="left"
 
|[[Technology:_Electrical_Device_List#Tesla Cannon|Tesla Cannon]] || Device shoots electricity, dealing ''potency 4'' lightning damage.
 
|[[Technology:_Electrical_Device_List#Tesla Cannon|Tesla Cannon]] || Device shoots electricity, dealing ''potency 4'' lightning damage.

Revision as of 19:28, 8 March 2016

The Engineer
  Technology
Level BAB Fort Ref Will Det Special Fields Device Slots Ingenuity Surges Devices Known
1 +0 +0 +1 +2 +1 Gadget Tech 1 2 1 4
2 +1 +1 +2 +3 +2 Gadget Tech 1 3 1 6
3 +1 +1 +2 +4 +2   2 3 1 7
4 +2 +1 +3 +4 +3 Gadget Tech 2 4 1 8
5 +2 +2 +3 +5 +3   2 5 2 10
6 +3 +2 +4 +6 +4 Gadget Tech 2 5 2 11
7 +3 +3 +5 +7 +5   2 6 2 12
8 +4 +3 +5 +7 +5 Gadget Tech 3 7 2 14
9 +4 +3 +6 +8 +6   3 7 3 15
10 +5 +4 +6 +9 +6 Engineer Talent 3 8 3 16
11 +5 +4 +7 +10 +7   3 9 3 18
12 +6 +5 +8 +10 +8 Engineer Talent 3 9 3 19
13 +6 +5 +8 +11 +8   4 10 4 20
14 +7 +5 +9 +12 +9 Engineer Talent 4 11 4 22
15 +7 +6 +9 +13 +9   4 11 4 23
16 +8 +6 +10 +13 +10 Engineer Talent 4 12 4 24
17 +8 +7 +11 +14 +11   4 13 5 26
18 +9 +7 +11 +15 +11 Engineer Talent 5 13 5 27
19 +9 +7 +12 +16 +12   5 14 5 28
20 +10 +8 +12 +16 +12 Engineer Talent 5 15 5 30

 

Engineer

Ripley, iconic engineer
"I'm gonna need a few things. Cup of coffee, some bolts, a battery, and... that guy's prosthetic leg."

Necessity is the mother of invention, or so it is said; sometimes, however, curiosity takes necessity's place. For as long as the world has been peopled, curiosity has driven many to explore further than their peers. Over time, this curiosity evolved from "what" and "where" to "why" and "how," and soon enough craftsmen appear in most societies. From there, it is only a short leap before individuals begin discovering the laws of physics: the very rules that govern all of reality itself. While some find these rules and scoff at them, preferring to simply work around them than obey, others find them fascinating, and begin to puzzle out ways to manipulate them to their own ends: for at the end of the day, any set of rules can be abused, if one looks hard enough.

Enter the engineer, a student of nature and physics, who builds contraptions to take advantage of the rules of reality. Using math and her own intellect, she can assemble gadgets that have astounding effects. However, technology is a fickle mistress, and such devices are not always the most reliable, though as an engineer's knowledge of reality grows, she can produce devices that are significantly more reliable, provided they aren't on the bleeding edge of her abilities. On the other hand, the engineer's toil at constantly working with mathematics and other scientific fields hones her mind to a razor edge, and she is sometimes able to make sudden leaps of ingenuity when in a difficult situation that can snatch victory from the jaws of defeat.

The study of technology is a rather unforgiving lot. While magicians can make use of their spells after resting and manifesters can use their abilities seemingly whenever they feel it appropriate, engineers must contend with the fact that they must construct devices to take advantage of physics, and such devices are subject to the passage of time. Wear and tear can cause even the most robust device to rust, the most well-sealed flasks to gradually lose their contents to evaporation, and - for the adventuring engineer - the constant bumps and dings taken from being on the road can make short work of all but the sturdiest of devices. As such, while an engineer can build as many devices as her pocketbook will allow, she can only maintain so many at a time: as she gains experience, she can keep more in fully operational condition.

Engineers can often come across as terrifying individuals: while mages are quite capable of producing lightning with just a few words, engineers instead walk about with rather-large cannons with glowing bits that might emit steam seemingly at random. While most of their devices are safe when operated by someone who knows what they're doing, engineers are well aware that most common folk who haven't grown up around technology are sometimes more frightened of them than those who wield magic or invoke the power of the Saints, simply by virtue of the fact that their power is held in physical objects, rather than in fancy words or trapped in their brain.

Game Rule Information

Engineers have the following game statistics.

Force Alignment: Technology.

Force Resistances: SR 5 + level, PR 5 + level.

Abilities: Intelligence is the most important ability for an engineer, as it modifies her ability to use devices. However, many fields of research benefit from a secondary ability.

Hit Points at 1st Level: 5 + Con score.

Hit Points at Each Additional Level: 5 + Con modifier.

Healing Surges: 6 + Con modifier.

Class Skills: The Engineer’s class skills are Analysis, Crafting, Engines, Insight, Lore (Technology), Pilot, Resolve, Search, and Security.

Skill Points at Each Level: 4 + Int modifier.

Alignment: Any.

Starting Age: Moderate.

Class Features

All of the following are class features of the engineer.

Proficiencies

Weapons: All simple weapons.

Armor: Light armor, but not shields.

Implements: Gadgets.

Devices

Engineers are students, which means that they make use of devices, technological contraptions that generally have a single function. As students, engineers can construct as many devices as they desire, but are limited in how many they can have maintained at any one time. With a long rest, the engineer can change her device selection. A device always takes up one device slot.

 

Technological Fields
Field Secondary Ability Description
Atomical Brv Harnessing the powers of physics to the fullest, atomical devices are often inherently dangerous simply by existing, but are capable of extraordinary things.
Biomedical Cha Interacting with humanoid (and other) physiologies, biomedical devices can restore health and vigor, or improve existing abilities.
Chemical Con Investigating the properties of the natural world, chemical devices take advantage of the interactions between the fundamental elements of reality.
Differential Wis Working within the realm of information, differential devices are conceptual extensions of analytical engines, with unparalleled information processing power.
Electrical Dex Operating on the principles of electricity and magnetism, electrical devices produce astounding effects through manipulation of these two forces.
Mechanical Str Favoring physical effects such as levers and hydraulics, mechanical devices can get a great deal of work done very quickly and effectively.

 

Technology is not a guarantee, and devices do not always work. An engineer's devices have an error rate, similar to the error for skill checks. Whenever the engineer activates a device, she must roll a technological device malfunction check (TDM, for short); if the result is less than or equal to her error rate, the device fails to activate and will not function until the engineer spends time to investigate the problem and repair the device (in short: she must take a long rest and prepare her devices; repairing all malfunctioning devices is considered part of this process).

Special: If a device requires you make a technological attack, that roll is used to determine if the device has an error.

An engineer's error rate begins at 4 for her devices. Every time she gains access to a new field, she can select one of the fields she has access to (even the one she just gained), and reduce the error rate for devices of that field by 1, to a minimum of 0.

The engineer gains bonus device slots from a high Intelligence. If she has an Intelligence bonus, she gains a bonus device slot at every third level (3rd, 6th, 9th, etc), until she has gained bonus device slots equal to her Intelligence modifier. To use devices at all, an engineer must have an Intelligence score of at least 10; to use a device of a particular field, she must have at least a 10 in the field's associated ability.

The engineer begins with knowledge of four devices, and gains knowledge of additional devices each level, as per the class table, above. At fourth level and every four levels after, she can trade out up to two devices she knows for new devices.

Unlike most other Forces, engineers must construct their devices; not measured in common currencies, the construction costs for devices are measured in technology pieces, which are an abstract currency that various technological bits - conduits, bolts, and the like - can be translated into. Such tp can be purchased in most civilized locations, and objects can be scrapped to turn into tp. Each technological field uses its own variety of tp (for example, electrical tp and mechanical tp are not directly interchangeable), and must be tracked separately.

The engineer's key ability for her technological attacks is her Intelligence; if her secondary ability score for the device's field is greater than her Intelligence, she can use that instead (for instance, if you have a 16 Int and an 18 Dex, you can use your Dexterity for technological attacks made with Electrical devices).

In addition to their standard uses, an engineer can modify how most devices function through their clutch and ingenuity abilities. An engineer can intentionally overload a device, pushing it past its limits and removing safety measures, allowing it to function at heightened levels for a short period of time; however, the device will automatically malfunction after the clutch ability ends, rendering the device useless as though it had rolled its error rate on its TDM check (this can occur to a device even if its error rate has been reduced to 0). Alternatively, the engineer can use their technological insight to alter the device's function temporarily; doing so requires the expenditure of ingenuity surges, but the device will continue to function once the ingenuity effect ends.

Gadget Tech

Part of being an engineer is the study of technology and natural forces, and part of it is studying how Technology itself functions as a whole. As an engineer progresses in her training, she learns a number of tricks of the trade: some are words of wisdom from her teachers, some were learned the hard way in the lab, while others are simply leaps of logic and intuition that she happened to have in the course of working with engineering.

At each of the levels indicated on the class table, you can choose one of the following abilities. Unless otherwise specified, each ability can only be taken once.

Engineer Fields and Devices

The device index can be found here.

Atomical Field

Atomical Devices
Device Effect
Portal Gun Atomical energy allows you to create a pathway between disjoint points in space.
Proton Gun Device deals potency 2 radiation damage to Undead, ethereal, and insubstantial creatures; may also slow.

 

Biomedical Field

Biomedical Devices
Device Effect
Cruezzir Experimental medical compound has a variety of "beneficial" effects on living tissue.
Stimpack Device heals a living target of potency 3 damage, halved if no healing surge is spent.

 

Chemical Field

Chemical Devices
Device Effect
Hydrofluoric Acid Acid deals potency 6 acid damage against creatures or objects.
Neurotoxin Creatures within a 20-foot radius become slowed, immobilized, unconscious, then dead.

 

Differential Field

Differential Devices
Device Effect
Enigma Machine Device can generate and crack codes and unknown languages.
Scanalyzer Scan and analyze creatures and objects, giving you an idea of their capabilities.
Universal Remote You can take control of Constructs.

 

Electrical Field

Electrical Devices
Device Effect
Cloaking Device Wearable device can cloak you for a short period.
Tesla Cannon Device shoots electricity, dealing potency 4 lightning damage.

 

Mechanical Field

Mechanical Devices
Device Effect
Chainsaw Device becomes a weapon that deals penetrating potency 4 slashing damage.
Target Dummy Create a temporary construct that causes malice in your enemies, drawing them to attack it.

 

Design Notes

As much as Steamworks was fun to work on, it's time to acknowledge that what I wrote was... mostly full of fail.

Given that, this class is a mostly different approach to technology, building on the legacy of Steamworks and bringing the tech caster in line with the other classes in terms of power level.

Our primary goal is to reduce accounting. The original Technologist class was chock full of stupid accounting problems; basically it was a massive pain to deal with, which is why I think we've never seen one at the table. If we reduce the maths required to play an engineer, we might actually see this class get played.

And because we're having so much fun, this class will be the first written with our new HP rules, defense rules, and skill system! So... that'll be fun!