Engineers are inventors, creators, tinkerers. They are skilled in creating explosives, elixirs, and hazardous gadgets. People in this class typically enjoy inventing, and would prefer to make that their life’s work. Typically dressed in light armor, if any armor at all, Engineers have high intelligence and a willingness to try something new and potentially fail.
Foci: Artificer
Intricate mechanisms are the core of the artificer’s craft: deadly traps; distracting contraptions; marvels of engineering turned to deadly purpose. They are skilled inventors and master trap-makers. If an artificer is standing at the far end of a seemingly innocuous stretch of the battlefield, you should find another path. If he or she is smiling? Best just to hope your affairs are in order.
Within this foci fall the following abilities:
- Trap-Making: The artificer is able to craft dangerous traps, imbuing them with poison, grease, and other pleasantries (captrops, spike traps, gas traps, etc.)
- Distracting Lure: The artificer uses a peculiar contraption to distract and confuse their enemies
- Unique Weaponry: The artificer can craft their own unique weapon, typically far more advanced than whatever else is on the market. (Say hello, Bianca.)
- False Trail: The artificer is able to conceal their traps expertly in the environment, making them all but invisible to the naked eye. That alley is totally safe. Totally.
- Jar of Bees: The Artificer has invented a…unique sort of bomb, utilizing whatever is at hand. Even the most innocuous things can be deadly in the right hands.
Foci: Alchemist
Master chemists and skilled mixologists, the alchemist utilizes their specific expertise to concoct deadly poisons, paralyzing gasses, and more.
Within this foci fall the following abilities:
- Enhanced Potions: The alchemist is a skilled mixologist, able to create extremely potent potions and poisons.
- Smoke Bombs: Able to conceal their movements by throwing a cloud of smoke at their feet, the alchemist disappears in the resulting fog.
- Illusion Gas: Taking their smoke bombs a step further, they are able to craft a diffuse gas that causes hallucinations in anyone who inhales it.
- Subtle Poison: The Alchemist can imbue their weapons - or an innocuous object - with a specialized poison that causes damage over time.
- Paralytic Philter: The alchemist coats their weapons with a strong paralytic venom, rendering their opponents helpless.
Foci: Tempest
These characters take components of non-dwarven items and imbue them with magic—at least, that’s what they’ll tell you. Inventors by trade, magicians by right, falsifying magic is just one way to distract the enemy. They may not be able to use magic, but they sure can fake it.
Within this foci fall the following abilities:
- Storm: Able to use alchemical mixtures and specialized techniques that wreathe the rogue in frost or flame.
- Elemental Bombs: Character has crafted an assortment of different bombs, employing different elements (fire, lightning, smoke bombs, ice, and more).
- Elemental Mines: Setting traps for the unwary, the Tempest is a master at infusing elemental runes into their mines. The moment an enemy steps into the danger zone, they are wreathed in an elemental effect of the Tempests’ choosing.
- Enchantment: Using runes or enchanted weapons, the alchemist mimics magic, putting enemies off balance.
- Alchemic Defence: These rogues have found ways to negate the effects of the elements. Be it from their own arsenal or the arsenal of others, they don’t seem to take much damage from elemental traps and attacks.
Foci: Tinkerer
These rogues are basically mad scientists, using their know-how to create all kinds of machinery. They notoriously use small wisp-like spirits to help run their machines either by luring them in, or offering equivalent exchange. Often the spirits are happy to inhabit a temporary body, given that they are free to leave it at any time.
Within this foci fall the following abilities:
- Constructs: Creating small machines in the shape of animals or animated constructs, these machines can be powered by small spirits. They can help in combat, recon, or just as companionship. These can be made out of a variety of material, from wood, metal, or even bone.
- Augmentation: These rogues can create gadgets that increase someone’s ability in a certain area for short periods of time. Mechanical limbs are quite popular.
- Golem: Golems are much sturdier and larger than their construct counterparts. Made of varying types of metal, these creations must be powered by several spirits at once. These golems do not have an elemental affinity in and of themselves, but by using Tempest abilities, elemental properties may be added.
- Technical Expertise: Tinkerers are inventors and engineers first and foremost. They are adept at discerning how something was built, and equally as skilled when it comes to dismantling that something.
- Spirit Speaker: The core ability of the Tinkerer is the ability to speak with and make their will known to wisps and other willing spirits. They are attuned to these types of spirits, and are often sought out by them.
05-19-2023, 07:44 AM