February 5, 2025

Esoteric Enterprises: The Engineer Class

I wrote this for a backup character in an Esoteric Enterprises campaign in 2022, although I never got to play her. Still, I thought the class came out well, so I figured I'd touch it up a little and post it here!

ENGINEERS

In a world increasingly dominated by technology, the engineer is a useful member of any cabal. They posses both a general aptitude for tech, from bombs to computers, and specialized, obscure knowledge. Engineers have analytical minds and tend toward obsessiveness. They are compelled to tinker, to deconstruct, to master the world around them. Technology separates people from animals, they say, and likewise, engineers are a league apart from ordinary people.

Often, engineers would rather be in their workshop or coding lair than in the presence of plebeians who barely know their way around a smartphone. They are visionaries, inventors aiming to leave their mark on the world in a big way. Some are nurturing computer viruses that could someday decimate a city’s infrastructure. Others chase the pipe dream of a truly sentient AI, or experiment with superpowered prostheses. Whatever their passion, engineers work tirelessly to ply their expertise to change the world.

Improved Technology: Engineers start with a 5-in-6 chance at Technology to represent to their dominion over circuits, code, and machinery.

Modding Items: Engineers can modify (“mod”) items by tinkering for at least a day of downtime and making a save vs. machines. On a success, they can change the item in one of the following ways:

  • The activity of a computer, smart phone, or other machine with access to the internet becomes undetectable. However, if used for more consecutive turns than the engineer’s level, it overheats and is rendered totally unusable.

  • A machine is streamlined, becoming Light. However, it is now delicate; it gains a 1-in-6 chance of breaking whenever its owner takes damage or is significantly jostled.

  • A weapon’s bonus to hit and damage increases by 1. However, it now requires a new kind of Special Ammunition (if it already required Special Ammunition, it now requires two kinds). This effect can be applied to melee weapons (eg. battery-powered, electrified swords).

  • An armor item’s AC value/bonus increases by 1. However, this improvement has a weak point; if an attacker rolls a natural 20 against the wearer, that attack deals double damage and the item is destroyed.

  • A piece of medical technology is automated, gaining the ability to perform one type of Trivial Medicine on its own, over the course of a day, as if it was a Doctor with a Medicine skill of 2-in-6. However, if the attempt fails, something goes Horribly Wrong, as if it was a Risky Medicine experiment.

  • Other innovation pushing or breaking the boundaries of modern technologies, as long as there’s a convincing technobabble explanation, proper tools for the job, and an appropriate base item being modded.

On a failed roll, the item is destroyed, and you must roll on Table 2: Crossed Wires.

Modding also requires a Resources roll to acquire parts; especially powerful mods beyond the scope of the above list may instead require a Contacts roll for rare or contraband parts. Additionally, the engineer must have access to a workshop where they are free to generate noise and detritus for hours on end. If needed, they can find a shared engineers’ makerspace with a Contacts roll.

Engineers begin play with one modded item. They can only maintain a set number of modded items according to their level, and once at that quota, they must dismantle a modded item (destroying it) over the course of a day in order to build a new one.

 

Table 1: The Engineer

Table 2: Crossed Wires 



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