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Engineer

Name
Engineer
Skill Attribute & Difficulty
Int - Hard
Defaults
Special
Prerequisites
Mathematics (Applied) at TL5+, plus others as noted.
Description
This is the ability to design and build technological devices and systems. A successful roll lets you design a new system, diagnose a glitch, identify the purpose of a strange device, or improvise a gadget to solve a problem. Time required for each attempt is up to the GM.   Note that engineers are designers and inventors; they are not necessarily skilled at the routine operation or maintenance of the things they design! For instance, Engineer (Small Arms) lets you design a new assault rifle, but you need Armoury skill to maintain it and Guns skill to shoot it.
Specializations

Artillery

Defaults: Armory (Heavy Weapons)-6   Designing whatever passes for artillery at your tech level, from trebuchets to smart missiles.  

Civil

Defaults: Architecture-6   Planning highways, aqueducts, buildings, etc.  

Clockwork

Defaults: Mechanic (Clockwork)-6   Designing wind-up gadgetry such as watches, mechanical men, etc.  

Combat

Defaults: Explosives (Demolition)-6   Building or removing fortifications, trenches, etc.  

Electrical

Defaults: Electrician-6   Designing electrical systems, such as power cells and transmission lines.  

Electronics

Defaults: Electronics Repair (Any)-6   Designing and building electronic apparatus, from computers to sensor arrays. (The specific technologies involved: "Vacuum tubes, transistors, photonics, etc." will depend on the tech level.)  

Materials

Defaults: Chemistry-6, Metallurgy-6 Prerequisites: Chemistry or Metallurgy   Concocting new structural materials.
 

Microtechnology

Defaults: Mechanic (Micromachines)-6   Designing Micromachines  

Mining

Defaults: Explosives (Demolition)-6, Geology (Any)-6   Designing underground structures.  

Robotics

Defaults: Mechanic (Robotics)-6   Designing robotics and cybernetics.  

Small arms

Defaults: Armory (Small arms)-6   Designing personal firearms, such as guns and portable rocket launchers.  

Vehicle Type

Defaults: Mechanic (Same vehicle type)-6   Designing a single, broad class of vehicle.   Examples include Engineer (Automobiles), Engineer (Ships), and Engineer (Starships).  
 

Exotic Specializations

 

Parachronic

Defaults: Electronics Operation (Parachronic)-6. No default if your society has not discovered dimensional travel. Prerequisites: Physics   Designing apparatus for crossing dimensions  

Psychotronics

Defaults: Electronics Operation (Psychotronics)-6. No default for individuals from backgrounds where psionics do not exist.   Designing psionic technology, such as telepathic shield and amplifiers.  
  Engineer specialties normally default to one another at -4; however, there is no default between exotic specialties (Parachronic, Psychotronics) and more mundane ones (Civil, Combat, Mining, etc.).
Modifiers
Equipment modifiers. Up to +5 to build a gadget if you can give the GM a good description of what you want it to do.

Created by

Sirplyot.

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