Bor Engineer

Sir Brad

Banded Mongoose
OK Working on an other Dwarf class, this one around Building stuff and Blowing stuff up Rough draft on the Disciplines.

Explosives: As per the Gunner of Bor Class

Forge Lore: Forge Lore: Making Stuff, and with enough Ranks and good enough rolls even Fire Arms or Superior Arms and Armour. Basically to make a Weapon or armour the player needs to roll a tn of 5, to make a (+1) Superior Item add 5 to the TN or 10 for a +2. Making a Fire Arm has a basic TN of 10. Roll is modified by conditions and half the Characters Rank.


Gunner: +2cs when operating Boom Powder Siege Weapons.

Fortitude of Bor: Add the characters Rank to any Disease or Poison resistance rolls (Alcohol is a Poison) and possibly attempts to render them unconscious.

Engineering: Building Stuff, but also ripping it down or blowing it up

Stil working on the other five abilities
 
And now we can blame the Floods, I live just outside of Brisbane (perhaps you've seen what's bean going on the last couple of days on the News), I've had to work extra shifts because of folks on other parts of the Shift Cycle being unable to get to work, on top of that I'm trying to clean up Rain Damage at home (I'm lucky no real flooding where I live).
 
Work has bean backed up, but in the spare moments I've started to puzzle out the Mechanics and Science! skills, but am trying to figure out the recommended brake point between the rank 1-10 and 11-20 versions of both skills. Mechanics will let you build simple mechanical devices, and Operate, Repair & Brake more complex mechanical devices. Science! will be an understanding of Chemistry and Physics on a pre-renaissance level Science!! will be renaissance and later (Steam Engines and such) science and Mad Science type stuff.
 
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