Engineer (In Development!)
15 Exp

Requires: Traps and Devices, Knowledge: Engineering
Required Props: Tools of all sorts, Rope, Ledger, Writing Utensil.

You are educated, trained, and practiced in engineering for civil and military purposes. In addition you are well equipped to improvise. An engineer is strongly encouraged to participate in the construction of barricades, fortifications, and weapon emplacements.

Supervise Weapons:
Siege weapons ordinarily require traps and devices to operate, however when supervised by an engineer any character may operate such weapons regardless of their skills. One Engineer can supervise up to four characters this way.

Repair crew weapons and barricades: an engineer can repair siege weapons and barricades as a blacksmith would armor. This process is slower, requiring 10 minutes per point OR twenty minutes to remove the broken condition. Removing the broken condition ALWAYS costs one rope, or lumber, or metal.

Situational Tool: So long as you can explain it by any contrivance: spend a trade good rope, metal, cloth, lumber, or mortar, to reduce the time cost of a specific function of a trade skill by one minute for the next ten uses. These much be accounted for in the ledger of that trade.

Extraordinary Improvisation: So long as you can explain it by any contrivance; if a ritual, procedure, settlement action, or other game action unless otherwise specified costs any of the following: metal, cloth, tools, lumber, or mortar, you may substitute one instance of those items with any other of those items.

Sapper: In rare circumstances an engineer will be presented the opportunity to undermine or otherwise destroy a fortification or siege weapon, this will be explained either by the GM, or an Engineer - Sapper card placed in game.

Construction: An engineer is required for certain settlement structures.