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Engineer Order

NEW LA RPG ORDER

Engineer Order

The following is based on a premise from JulianDracos@worldnet.att.net. Your comments are solicited.

Engineer:  Low Middle to Low Upper Society:  The engineer guild typically exists in appreciable numbers only in urban areas.  Although individual persons belonging to the order can be found in virtually any place, lodges are located in large towns and cities only. The three main area Engineers can be found are in large urban areas, ports, and military installations including castles and strongholds.

Engineer Order persons are typically recognized by the Mage, Mariner, Noble, and Soldier Orders.  Although there is no real benefit an engineer will typically belong to one of three groups: 1) Mechanical engineers, the largest group, are those that work on machines and devices of that nature, including siege engines. Such persons have Metallurgy Ability  2) Civil engineers, the second largest group, that plan and oversee the construction of such things as communities, buildings, roads and streets, bridges, aqueducts, sewers, and of course castles and military fortifications. Such persons have Learning Ability. (In dwarf and gnome communities especially, civil engineers work on mining projects.)  3) Marine engineers that design port facilities and waterborne vessels.  Such persons have Waterfaring Ability.

Outside of the Royal engineers that work for monarchs, most of the guilds will be trade ones.

The required abilities are: Mechanics, Pantology, Evaluation, Physique.

12th Rank, Mechanical Tinkerer. Mechanics only possessed.  No benefit save contact.

11th Rank, Mechanic. Mechanics and Pantology possessed.  Guild membership available. Add 1 point each to Mechanics and Pantology Ability.

10th Rank, Student Engineer. Mechanics, Pantology, and Evaluation possessed.  Add 1 point each to Mechanics, Pantology, and Evaluation Ability.  Gain three engineering books and instruments necessary for work (plumb line, surveyor’s rod, transept, drafting materials, etc.).

9th Rank, Apprentice Engineer. All four required abilities possessed.  Add 2 points to all the required abilities, but addition to Mechanics Ability can not then cause the Avatar to move to a higher (numerically lower) Rank.  If this would occur, limit addition to the last point total in the category, i.e. 60, 70, etc.

8th Rank, Journeyman Engineer. Mechanics at 61. Gain the Ability at 20, or add 10 to it if already possessed, that is needed to belong to one of the three specific groups of the Order: Metallurgy for the Mechanical Engineer, Learning for the Civil Engineer, or Waterfaring for the Marine Engineer.

7th Rank, Junior Engineer. Mechanics at 71. Add 2 points to each of the other three required Abilities and the group-specific Ability as well.

6th Rank, Engineer. Mechanics at 81. Gain Scrutiny Ability at 20, or add 10 to the Ability if already possessed.

5th Rank, Senior Engineer. Mechanics at 91. Add 3 points to each of the other three required Abilities and the group-specific Ability as well.

4th Rank, Expert Engineer. Mechanics at 101. Gain Planning Ability at 20, or add 10 to the Ability if already possessed.

3rd Rank, Master Engineer. Mechanics at 111.  Add 4 points to each of the other three required Abilities and the group-specific Ability as well.

2nd Rank, Past Master Engineer. Mechanics at 121. Gain Creativity Ability at 20, or add 10 to the Ability if already possessed.

1st Rank, Grand Master Engineer. Mechanics at 131. Add 1 point to each of the other three required Abilities and the group-specific Ability; gain Chivalry Ability at 20, or add 10 to the Ability if already possessed.

 

 

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