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Human: Names Glasses, Wondering Eyes, Focused Eyes

Dwarf: Names Wild Hair, Top Hat, Small Ponytail


Halfling: Names A lab coat, Bandoliers and several pouches, Victorian vest
Thin body, Thick body, Burn-scarred body

Alignment/Drive
Good - Create and use technology to help others. Bomb Kit
When you throw a bomb from your bomb kit, roll +DEX. The range on your bombs are
EVIL - Use technology to improve your life by any means. near. *On a 10+, Choose 2 . *On a 7-9, choose 1:
You double the number of targets or double the size of the effect
Neutral - Help further the cause of Science! You create a glue spot around the target, making the area hard to move through for a
short time
The target takes an extra 1d4 of damage the next time it would take damage
Race/Background You create a burst of smoke around the target, obscuring vision for a short time
Human - When you return to a civilization that has a group
that recognizes you as an engineer, you can get at least a night Tinker
stay in exchange for light work or talking shop with them. You can spend time with an object or item to make it better. If you spend at least one hour
with an object, give whoever uses it +1 forward to their first roll with it, or +1 forward to
their armor, or +1d4 to their first attack with it, depending on the item.
Dwarf - When using a tool from your tool kit to work on
something made from stone, you get a +2 instead of a +1.
Tool Kit
When you use a tool from your tool kit, roll +INT. *On a 10+, +1 forward to your next
Halfling When you roll a 7-9 when using your bomb
roll. *On a 7-9, same as 10+, but also choose 1:
kit, you can treat it as a +10. If you do, you suffer the same
effects as your target. You put yourself in a spot
You accidently give someone a -1 forward as well, GMs choice
The tool breaks in the process, take a -1 ongoing to your toolkit until you have time to
repair it
Fill in the names of your companions in at least one:
Artifice
____________ is a great test subject for my new ideas.
When you spend time working with technological parts, explain to the GM what you are
I must show ____________ that technology is better than trying to achieve. Artifice effects are always possible, but the GM will give you one to
magic. four of the following conditions:
I know I can make an apprentice out of ____________. Its going to take days/weeks/months
First you must _____
You will need help from _____
It will require a lot of money
The best you can do is a lesser version, unreliable and limited
You and your allies risk danger from _______
You need a workshop or lab to create/finish the product

ENGINEER V1.0
Your load is 9+STR. You start with an adventurers kit (5 uses, 1 weight), Choose two:
5 ammo (0 weight), rations (5 uses, 1 weight) and 3 gold. 2 Health Potions (0 weight)
Choose one: Rations (5 uses, 1 weight)
Leather Armor (+1 armor, 1 weight) 5 Ammo (0 weight)
Adventurers kit (5 uses, 1 weight) and a Bag of Books (5 uses, 1 weight) Bag of Books (5 uses, 1 weight)
Choose one:
Rifle (Near, Far, Reload, 2 weight)
Pistol (Near, Reload, 1 weight) and shield (+1 armor, 1 weight)
Choose one:
Big Wrench (Clumsy, Close, 1 weight)
Dagger (Hand, 1 weight)

When you gain a level from 2-5, choose from these moves. When you gain a level from 6-10, choose from these moves or the level 2-
5 moves.
Fire in the hole!
Add the following choices to your Bomb Kit: Healing Turret
Deal your damage to the target Whenever you set up a Healing Turret, anyone within range Near of the
You create a bright flash of light, blinding the target for a short Healing Turret gains an additional 1d4 when they are healed, friend or foe.
time This effect continues until the Healing Turret is destroyed or you take down
You create a concussive blast, deafening the target for a short time the Healing Turret. You can have only one Healing Turret at a time, ever.

Med Kit Rocket Turret


You have a kit filled with bandages, sutures, and other healing items, enough Whenever you set up a Rocket Turret, you can deal an extra 1d6 damage to a
for five uses. When you have at least an hour to administer healing from single target when you use your Bomb Kit. This effect continues until the
your medkit, check off one use and heal a quarter of health or remove a Rocket Turret is destroyed or you take it down. You can only have one
debility. You can recover a use of the medkit by either buying a use (15 Rocket Turret at a time, ever.
coins) from a merchant who would have such supplies or by converting two
healing items into one use to a max of 5 uses. Advanced Move
Advanced Move text.
Rocket Shoes
If you would Defy Danger by making a prodigious leap, falling, or dodging Advanced Move
out of the way, you can choose to use +INT instead of whatever STAT Advanced Move text.
would normally be called for.
Advanced Move
Rifle Turret Advanced Move text.
Whenever you set up a Rifle Turret choose a character to synch the turret
with, that characters Volley gets an added 1d4 damage until the turret is Advanced Move
destroyed, you swap the turrets synch target, or you take down the turret. Advanced Move text.
You can have only one Rifle Turret at a time, ever.
Advanced Move
Advanced Move Advanced Move text.
Advanced Move text.
Advanced Move
Advanced Move Advanced Move text.
Advanced Move text.
Advanced Move
Advanced Move Advanced Move text.
Advanced Move text.
Advanced Move
Advanced Move Advanced Move text.
Advanced Move text.
Advanced Move
Advanced Move Advanced Move text.
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Advanced Move
Advanced Move text.

Advanced Move
Advanced Move text.

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