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Professions & Roles

CHAPTER 3.2

Engineers, Tinkers & Pioneers [CUSTOM]

 

Here are recorded the lesser known and irregular professional skills and specializations that an adventurer may consider before venturing into the lands of Mantica and the dark places of the world.

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BACKGROUND
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An Engineer (in various corners of the world also referred to as Tinker and Pioneer) prides themselves above all others in overcoming obstacles and problem solving with the use of technology. In a world steeped in magical energies and the thrust of combat, Engineers delight in the practicalities of science and the Engineers Guild strives to have their role held in as high esteem as the other traditional professions of Mantica.

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The Engineers Guild and it's many lodges are found across the world and are open to all races of inquisitive nature, though it is the Dwarven race that seem particularly in-tune with the crafting sense & sensibilities required. Many of the greatest Master Engineers have come from the ranks of the Dwarves.


The study of technology is not universal however and the very concept is in direct opposition to the Elemental races, their naturally-aligned energies affect and disturb the technologies thus far developed by the Guild and it is extremely rare to see the greater kin such as the Dryad, Naiad, Salamander or Sylph take on the profession - though lesser element-aligned kin such as Gnomes are not inhibited in the same way.

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Engineers are often mistakenly likened to thieves (albeit more stoic and stubborn in nature), due to their ability to navigate the locks and traps of the world to reveal their rewards. It is a connection they strongly refute however, seeing themselves as a wholly honest profession far and away from the misleading influences of any thief.

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Skilled in firearms & short distance bolt throwers, an Engineer provides favourable ranged assistance to a company, whilst their defence is enhanced with finely engineered armour. But battle considerations aside, it's their concentrated skill when negotiating locks, barriers & traps of all kinds and the mixture of specialist equipment they can access that sees them as valued and honoured adventurers - as the phrase within their Guild states, "There's no contraption that an Engineer didn't contrive!"

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GAMEPLAY INSTRUCTIONS
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Shuffle the Engineer Equipment cards and deal six at random, face-up. Choose one Engineer Equipment card from this group of six for your Character.

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**NOTE** When selecting new equipment, shuffle the remaining Engineer's Equipment cards, and deal three at random,  face up.
Choose one from this group of three.

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**RULES EXCEPTIONS**

Races with any elemental traits (Air, Earth, Fire, Water) suffer a permanent -1 Shoot Dice modifier and reduced Engineer Equipment capacity of maximum 2 items, due to the nature of their imbued physiology and it's limiting affect on technology.

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Engineer [CUSTOM]

Natural thinkers and contraption workes, Engineers bring not only their skill in arms to a company, but a myriad of alternative means to dispatch an enemy and complete a quest.

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 HEALTH               

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 PROF STATS        

Here are outlined the statline modifiers this profession brings:

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    MOVE   
+0
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 COMBAT 
+0
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   SHOOT  
+0
(SHORT)
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   SHOOT  
+2
(LONG)
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 ARMOUR 
+2
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 PROF ABILITIES 

Disarm Traps

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 PROF FEATS        

n/a

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 OTHER NOTES    

1x Item of Engineer Equipment [NEW]

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 ADVANCEMENT 

The table below defines the abilities & skills options that this profession can obtain at each level as they advance in experience.

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LEVEL

1

2

3

4

5

6

7

8

9

10

OPTION 1

Lock Picking

Teller of Tales

Tough

Lock Picking

Teller of Tales

Guild Member [NEW]

Tough

Master Locksmith

Guild Member [NEW]

Master Locksmith

OPTION 2

+1 Shoot (Short)

Stalwart *

New Equipment *

Stalwart *

+1 Shoot (Short)

New Equipment *

Sure Shot *

+1 Shoot (Short)

Sure Shot *

+1 Shoot (Short)

NEW ABILITY: Guild Member

During Downtime, as a member of the Guild Fellowship the Hero reduces the cost of items for sale in the Market Place location by one gold (to a minimum cost of 1 gold).

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NEW ITEMS: Engineer's Equipment
A collection of speciailist equipment item cards that only an Engineer can use (see card details below). A maximum of 3 are permitted at any one time but existing equipment in your inventory can be swapped out and replaced as new items are available.

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NEW ITEM CARDS: Engineer's Equipment

1) Augmented Breach (plays as Break Ward):

     uses 1 action

2) Fastening Gear Bond (auto disarm trap / auto unlock item):

     uses 1 action, 1 time use per mission

3) Enhanced Optics (reveal all traps / treasure in zone):

     uses 1 action

4) Linked Caltrops (Static Trap Weapon / Spiked Trip Wire / up to 3 Adjacent Squares in One Row Area Effect):

     uses 1 action to set, 1 time use per mission, activated on contact, enemy target suffers 3dice magical attack at -2 armour

5) Fulminant Compound (Static Trap Weapon / Sticky Bomb / all Adjacent Squares Area Effect):

     uses 1 action to set, 1 time use per mission, activated within range, all models in range suffers 4dice magical attack

6) Engineered Pulse (Held Item / Electrical Charge / Short Range):

     uses Hero Turn, 1 time use per mission, all models in range suffer 3dice magical attack at -2 armour

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NEW LOCATION CARD: Guild Lodge

When visiting this location draw 3x Engineer's Equipment cards at random, choose one to buy at cost price. Roll 1d6 to haggle:

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 Results Table: 
1 = Lodge Master is offended and will not sell
2 - 4 = Price remains the same
5 - 6 = Price is reduced by 1x gold

***Other location re-roll abilities can be stacked and used in conjunction at this location in any order to modify the dice result

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