Engineer 4 (12)

Tidal Blades

Engineers are the second most important figures in Naviri, after the Arcanists. They're brilliant inventors who dedicate their time to making the city a better, safer place by developing powerful time-bending technology. Most of their work is focused on productivity enhancements for the collectives and creating the technology of tomorrow.

To this day, the greatest invention of the Engineers is finding a way to trap michronic energy in portable shells, which now power all the shell devices and watercrafts in the city.

Engineers are some of the most esteemed members of Naviri, and many in the city study all their lives in the hope of being accepted in their ranks.

Motive: Make Naviri a stronger, safer place through technology

Environment: Engineers work and live in the Citadel of Time and spend most of their time on the fourth floor, the Research and Development Facilities.

Health: 12

Damage Inflicted: Moderate wound (4 points)

Armor: 1 (from device)

Movement: Short

Modification: Social interactions as level 3; perception as level 5; science and technology as level 6

Combat: Engineers mostly prefer not to fight, but will engage without hesitation if they feel that their work or the safety of the Arcanists is threatened. They are trained to pay attention to their surroundings, think and act quickly, and sacrifice themselves for the greater good if necessary.

Most fight hand to hand with a special staff that is unique to the Engineers. These staves glow bright blue when in use, providing 1 point of Armor to the user and inflicting 4 points of damage. Any foe who is struck by the same staff twice over two rounds is moved one step down the damage track.

Alternatively, an Engineer can use their staff to inflict 4 points of michronic damage (ignores Armor) on a single foe in long range.

Interaction: Engineers are brilliant, but many lack the social interaction skills of the Arcanists, so they may inadvertently talk above the heads of those listening. Alternatively, they may come across as gruff and dismissive, especially to those who interrupt their work or training with something they deem as uninteresting or unimportant.

Use: Engineers are always looking for interesting ways to test their new technologies and discoveries, and the PCs may come in handy for these experiments.

The PCs need to have some type of device or technology enhanced and seek out an Engineer for help.

Loot: An Engineer's staff, which would likely need to be tinkered with in order to be used by someone who is not an Engineer.

ENGINEER'S STAFF (ARTIFACT)

Level: 4
Form:
Long staff that glows blue when activated

Effect: Provides 1 point of Armor to the user and inflicts a moderate wound (4 points); foes struck by the staff twice over two rounds move one step down the damage track.

Alternatively, inflicts 4 points of michronic damage (on a failed Intellect defense roll) on a single foe in long range. Tinkering with an Engineer's staff to make it useable by a non-Engineer is a level 5 task that takes about an hour.
Depletion: 1 in 1d20

GM Intrusion: The Engineer picks up a prototype invention from a nearby table, activates it, and throws it at the character. The invention increases gravity in an immediate radius. All in the area are crushed to the ground for one round and cannot take physical actions.