Arcanum 1780: A New World
Arcane Engineer
Arcane Engineer Template
125 Points (25 points left for customization)
The Arcane Engineer is the technological counterpart to the Natural Philosopher; whereas the Natural Philosopher studies the intricacies of magic and applies them directly, the Arcane Engineer is a student of the technological application of Ur-Ice.
Note that this is specifically an Arcane Engineer suitable for adventuring and trained in combat. A ‘typical’ Arcane Engineer would have less Arcane Artificer talent (if any), more points in Weird Science to make up for it, and focus upon only one or two craft skills rather than the mix presented here – and, of course, have less in the way of combat skills.
Attributes: ST 10 0; DX 11 20; IQ 12 40; HT 10 0.
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 0; Will 12 0; Per 12 0; FP 10 0; Basic Speed 5.00 [-5]; Basic Move 5 0.
Advantages: Arcane Artificer 3 15 and either Gadgeteer 25 or both Magery 2 (Artifice Only, -25%) 19 and 6 more points from the next list. • 35 points chosen from among DX 1 20, IQ +1 20, Arcane Artificer +1 5, Equipment Bond [1/item], Gizmos 1 [5/level], High Manual Dexterity 1-4 [5/level], Lifting ST 1-3 [3/level], Luck 15 or Extraordinary Luck 30, Magery (Artifice Only, -25%) +1 or +2 [8 or 15], Ritual Mastery [1/ritual], Serendipity [15/level], Signature Gear [Varies], Versatile 5, Wealth (Comfortable, Wealthy, or Very Wealthy) [10, 20, or 30], Weapon Bond 1, or increase Gadgeteer to Quick Gadgeteer 25.
Disadvantages: -15 points chosen from among Absent-Mindedness [-15], Bad Sight (Mitigator, Corrective Spectacles, -60%) [-10], Compulsive Inventing [-5*], Curious [-5*], Hard of Hearing [-10], Overconfidence [-5*], Pyromania [-5*], or Trickster [-15*]. • A further -20 points chosen from among the previous traits or Bad Temper [-10*], Greed [-15*], Impulsiveness [-10*], Jealousy [-10], Kleptomania [-15*], Odious Personal Habits [-5 to -15], Post-Combat Shakes [-5*], Sense of Duty (Adventuring companions) [-5], or Stubbornness [-5]. • With GM approval, some or all of the preceding disadvantage points may be invested in Twist. • A further -5 points from quirks.
Primary Skills: Weird Science (VH) IQ+2 4-14† and six of Armoury (Any), Machinist, or Mechanic (Any), all (A) IQ+3 2-15†; Engineer (Any) or Jeweler, both (H) IQ+2 2-14†; Lockpick, Smith (Any), or Traps, all (A) IQ 2-12; or increase any one of these skills by one level for 2.
Secondary Skills: Hazardous Materials (Magical) (A) IQ 2-12 and Mathematics (H) IQ-2 1-10. • One of Crossbow, Guns (Pistol), or Beam Weapons (Any), all (E) DX+2 4-13, or Throwing (A) DX+1 4-12. • One of Axe/Mace, Broadsword, Rapier, Saber, Shortsword, or Smallsword, all (A) DX+1 4-12. • One of Shield or Shield (Buckler), both (E) DX+2 4-13; Cloak or Main-Gauche, both (A) DX+1 4-12; or raise main Melee Weapon skill to DX+2 8-13; or choose a second ranged weapon skill.
Background Skills: Four of Fast-Draw (Cartridge), Knot-Tying, or Leatherworking, all (E) DX 1-11; Climbing or Stealth, both (A) DX-1 1-10; First Aid, Airmanship, or Seamanship, all (E) IQ 1-12; Architecture, Cartography, Holdout, or Merchant, all (A) IQ-1 1-11; Counterfeiting (H) IQ-2 1-10; or Search (A) Per-1 1-11.
- Multiplied for self-control number; see p. B120
† Includes +3 for Arcane Artificer; see below.
Arcane Artificer: Armoury, Engineer, Jeweler, Machinist, Mechanic, and Weird Science. Success with an appropriate skill listed for this Talent lets you improvise equipment for other skills that’s good enough to cut -1/level from the penalty for being improvised. 5/level.