Engineer - Subclass
A school of thought that researches mechanical manipulation and storing sorcerous energy. Engineers are typically inventors, tinkerers, alchemists, gunsmiths, mechanics, and shipwrights.
Mechanics
You know the basics of machine design and mechanical assembly.
Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
You can create a device that can hold 1 spell and 2 mechanisms. See the Item crafting section for more details.
You start out with 2 common mechanism schematics of your choice.
Additional schematics can be bought.
On rolls involving knowledge of mechanics, engineering, or architecture, you gain a die.
Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
You can create a device that can hold 1 spell, 3 mechanisms and 3 reagents.
In all instances, gain two dice instead of one.
Master Rank: This ability can be purchased a third time to gain the Master Rank.
You can create a device that can hold 1 spell, 4 mechanisms and 4 reagents.
In all instances, gain three dice instead of two.
Alchemy
You know the basic theories of alchemical brewing and practice.
Apprentice
You can make common reagents given time, access to a lab and the recipe.
You start out with 2 common reagent recipes of your choice.
Additional recipes can be bought.
On rolls involving knowledge of Alchemy, you gain a die.
Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
Gain 1 uncommon recipe from personal research. Additional recipes can be bought.
You can make uncommon reagents given time, access to a lab and the recipe.
In all instances, gain two dice instead of three.
Master Rank: This ability can be purchased a third time to gain the Master Rank.
You can make rare reagents given time, access to a lab and the recipe.
In all instances, gain three dice instead of two.
Scrapper
Components are easily extracted by those who know where to find them.
- You may extract a single mechanism or reagent from a device without failure, by spending a Downtime Action.
- Note: without this ability, an Apprentice Rationale trial is necessary to extract parts and mechanisms.
- See Acquisitons: Salvage and Peddling
Jury Rigger
You know how to push Machina to their limits even when it's not even functioning correctly.
- Spend a minor action to use Machina with the Broken Hazard, without risk of it exploding.
- Note: Without this Ability, using a device that has the Broken Hazard has a chance of exploding.
- See rules on Explosions
Overload
You can tinker with the timing governor on a casting iron and spend more charge than intended.
Spend one extra charge and a minor action, when firing a casting iron or other Machina and gain one die.
The Machina is broken after the discharge.
If this ability is used on broken Machina it explodes. See Crafting section for details.
Reverse Engineering
You can disassemble and thus completely destroy a mechanism to give yourself a chance to learn how to build it for yourself.
- Spend a Downtime Action Roll Rationale. Rarity of the mechanism determines the difficulty:
- Common Mechanisms require an Apprentice Rationale Roll.
- Uncommon Mechanisms require a Journeyman Rationale Roll.
- Rare Mechanisms require a Master Rationale Roll.
- On a success, you learn the schematics for the mechanism in question and can rebuild it.
- Note: Ranks in Mechanics provide a relevant bonus to this Roll.
Optimized Charge
Charging mechanisms, have many unecessary safeties that if disabled and monitored, can safely charge Machina without issue.
- If you spend a Short Rest tinkering with a device, recharge 2 charges on a machina of choice.
- A short rest is a few quiet minutes in between scenes.
- Note: without this ability, all machina recharge to full at the beginning of each day.
Transduction Study
The school of magic involved in studying the Ström's capacity to affect physical objects and their interaction with our own world.
- Apprentice Rank
- Gain a die when casting a spell from the Transduction School.
- Choose a theory from the below list; you can cast spells that require this theory.
- Adsubstantia - The theory of manifesting temporary objects directly from the Ström.
- Pharmakaustiks - The theory of interactivity between objects, both summoned and real.
- Transmateria - The theory of altering existing matter in our world via summoned powers from the Ström.
- Journeyman Rank - This ability can be purchased a second time to gain the Journeyman Rank.
- Choose another theory from the above list.
- Instead, gain two dice when casting a spell from the Transduction School.
- Master Rank - This ability can be purchased a third time to gain the Master Rank.
- Choose another theory from the above list.
- Instead, gain three dice when casting a spell from the Transduction School.