8. Determinantes del sector
8.4. Estrategias proyectuales
8.4.1. Permanencia
Spellbound. If you learn magic abilities, you are spell- bound.
Apprentice in a style: You may use all the spells or maneuvers of one fighting or magic style that are not mastery spells (marked with M).
Mastery of a style: You may use all the spells and maneuvers of the fighting or magic style. You must already know the style at the apprentice level. History. At each level, you gain one history point. Talent. You gain a talent of the designated type. If your chosen one levels are martial, you cannot take the magic option when given a choice between martial and magical, and vice versa.
Focus skill. Choose the focus of your power: a ring, a sword, a shield, a second spirit that shares your body. The focus shares the history of its legend to you. You gain an extra history with value 6, but the history must relate to the focus and why you are chosen. This does not count against your normal history limit; you may raise it as if it were your own.
repair it and even increase its quality. The cost rep- resents gold for fixer’s oils, smiths’ labor, and secret ceremonies to revive the dormant power in the focus. It costs as much to increase the quality of your focus as it would to buy any other object of the same type and increased quality.
In other words, buy a new sword and increase its qual- ity by one. That’s your new focus sword (or whatever item you buy). The intent of this rule is to keep your focus scaling with your wealth and level, so that you don’t become a level 20 chosen one fighting with a quality 3 sword (unless you are impoverished and down on your luck, in which case, your focus may or may not be as damaged and worn as you are!).
Finally, although your focus can be separated from you or damaged, its destiny is tied to your own. As long as you survive, circumstances conspire to keep the focus from being destroyed (or even kept separated from you for very long, say, more than a few days).
Focus inspiration. Your focus has its own destiny and inspiration. Choose one in keeping with its motiva- tions and write it down on your character sheet. The inspiration’s value is 2 and its heart is equal to your chosen one level. You may use the focus’s inspiration to aid you, although the GM retains veto power over this use because the inspiration belongs to the focus, not you. The GM may also compel the inspiration’s use if the right occasion arises. This does not count against your normal limit of inspirations.
Movement. Your destiny pulls others. A cultural move- ment gathers in your wake. If you do not already have one, you gain an organization of followers. Usually this is an armed legion or secret society. If you do already have one, increase its scope, efficiency, and one other characteristic by 1. You also gain reputations equal to your Charisma, if you wish (you may be a faceless, anonymous hero if you prefer).
Revolution. Your destiny has rallied the people to your cause. You can rewrite the culture entry of one area whose scope is no greater than your chosen one level (this could be a small kingdom). You should choose this area early on in and relate it to your focus.
Engineer
Engineers build cathedrals, zeppelins, castles, cannon and more. They live by their wits. This is not so dif- ferent from a courtesan or an ambassador, but where those seek to master men, an engineer seeks to master nature.
An engineer’s devices must survive and function in a world filled with magic and chaos. Not every device functions perfectly every time, but engineering in the Kingdoms has advanced to the point where reliable items are possible. There are few people in civiliza- tion, at any level of society, who do not know of the benefits that an engineer affords his fellow man. The
Engineer
Level Level Title Powers Gained
1 Draftsman Engineering. Signature item. Fighting style (neophyte). 2 +1 Reason. Fighting style (apprentice). Advanced learning. 3 Maintenance. Talent (shadow, social).
4 Engineer Artisan’s quality. Master of the environment. Combat engineer. 5 Fighting style (neophyte). Advanced learning.
6 Fighting style (apprentice). Talent (social, shadow, or martial). 7 Construction. Combat engineer.
8 Higher learning.
9 +1 Reason. Fighting style (neophyte). Talent (shadow, social). 10 Chief Engineer Research. Mechanical advantage. Combat engineer. Apprentice of a
grand fighting style. Higher learning. 15 Work of genius. Improved artisan’s quality. 20 Master of Wonders.
Like all classes, the engineer gains a history at each level and a heart increase at every level divisible by five (5, 10, 15, etc.).
At 11th level and every third level thereafter (14, 17, 20, etc.), you gain a new talent (social, shadow, or martial).
At 12th level and every fourth level thereafter (16, 20, 24, etc.) you gain apprenticeship in a new fighting style (including a grand style) or mastery of a style you already know at the apprentice level.
At every level not included above or listed on the table, the engineer either gains higher learning, combat engineer, +1 reason, or work of genius.
heated floors, soaring aqueducts, giant mills and dams, and ponderous zeppelins are testimony to the efficacy of engineers.
An engineer on an adventure usually clutches his gadgets like talismans. Tuned monocles, trick staves, wheellock pistols and spring-loaded grap- pling hooks are staples of the engineer’s adventur- ing kit.
Play an engineer if you want to: • Direct bombardments and sieges.
• Collapse walls and crash chandeliers on your opponents’ heads.
• Deploy an arsenal of gadgets.
Adventures
Engineers find power in machines. They constantly go into the field to test new gears, new vehicles, new weapons. Among the armed legions, engineers are valued highly. A combat engineer can change the course of a battle with sapping, entrenchment, or a trebuchet bombardment. On a more individual scale, adventuring companies also value engineers. A dungeon engineer is frequently essential for crossing difficult impasses or breaking into sealed vaults, and a wilderness engineer is indispensable for piloting the expedition’s vehicles and crafting traps, shelter, and
artillery from scavenged local materials. In the Kingdoms
Engineers are a relatively new profession. They are still rare, but their advances have made them stand out among the woodsmen, farmers, tailors, and the rest. Reliable zeppelins are perhaps the engineers’ most significant achievement, and the new prototype submersibles may soon rival them. Kings are taking notice. Whether or not that is good or ill for the engi- neers remains to be seen.