28 July 2015

Earthdawn 4E: Anatomy of a Discipline 28 - Field Engineer

This is the twenty-eighth 4E Anatomy of a Discipline, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.


Everything contained here is the work of a fan and not associated with FASA Games.

Field Engineer is a discipline which +Elder Bald Eagle requested some assistance in developing. After establishing the core themes and competencies of the discipline, as well as the sub-themes, this is the product of our collaboration. It is a niche discipline, but fills a role which is as of yet unique in the setting and offers some interesting abilities to the right campaign. The systems to engage in warfare don't exist, nor do any actual siege engines, but this discipline puts a foothold into the realm of large scale combat.

He requested for this discipline to be posted here so gather additional feedback and interest. If you have any comments, please let us know.

The Field Engineer is a relatively rare adept, though greatly prized by any military organization which can train and support them. Similar to a Warrior, they are at home on the battlefield, but the role which they play is quite different. It is not unheard of for these adepts to operate near the front lines, using their unique abilities to control the battlefield and offering direct support, However, these adepts are most effective when behind the front lines, coordinating large scale activities, and supporting the siege engines or maintaining fortifications.

When not engaged in a military campaign, these adepts are effective at organizing activities on a large scale, particularly construction projects. This alone makes them prized to many city-states looking to expand their infrastructure and influence.

These various areas of expertise lend to a number of different types of Field Engineer, from those who are happiest when in the trenches with their comrades, to those who prefer to oversee operations and engage in diplomacy, or those who support their allies by ensuring they have everything they need, when they need it.

Artisan Skills: Rune Carving, Wood Carving

Half-Magic: Field Engineers use half-magic for knowledge of how to procure and move goods in the field to support troops, finding and gathering raw and re-purposed materials for construction while in the field, and a general knowledge of the functioning of a military.


Novice

First Circle

  • Avoid Blow
  • Awareness
  • Engineer Weaving
  • Research
  • Siegecraft
Abilities
  • Durability 5
  • Etiquette
  • Karma: The adept may spend a karma point on any test which involves a major construction project; including construction, researching, observing, or evaluating buildings, fortifications, and siege equipment.
Second Circle
  • Danger Sense
Abilities
  • Defense: +1 Social Defense
Third Circle
  • Fortify
Abilities
  • Karma: The adept may spend a karma point when assessing, interacting with, or navigating military or other bureaucratic organizations. This cannot affect direct combat tests, but may be used, for example, to assess the combat readiness of a military unit.
Fourth Circle
  • Tactics
Abilities
  • Defense: +1 Physical Defense
Talent Options
  1. Climbing
  2. Conversation
  3. Disarm Trap
  4. Haggle
  5. Item History
  6. Melee Weapons
  7. Missile Weapons
  8. Read and Write Languages
  9. Speak Languages
  10. Wound Balance
Journeyman

Fifth Circle
  • Evidence Analysis
Abilities
  • Instant Fortification: The adept may erect nearly instantaneous fortifications by making an Engineer Weaving (6) test as a Standard action for 1 Strain. Each success allows the adept to create a section of wall 2 x 2 yards wide and 4 yards tall. These fortifications last for Engineer Weaving rank hours and have Physical and Mystic Armor of 12, and a Death Rating of 40. Contiguous sections, even if not created at the same time, will bond together if the adept wishes. If so, they are considered to be a single object. Fortifications created with this ability may explicitly be affected by Fortify.
  • Karma: The adept may spend a karma point Damage tests using a siege weapon or against inanimate objects.
Sixth Circle
  • Spot Armor Flaw
Abilities
  • Defense: +2 Social Defense
Seventh Circle
  • Demolition
Abilities
  • Bonus: +1 Recovery Test
Eighth Circle
  • Lion Heart
Abilities
  • Defense: +3 Social Defense
Talent Options
  1. Air Speaking
  2. Diplomacy
  3. Earth Skin
  4. Empathic Sense
  5. Forge Weapon
  6. Heartening Laugh
  7. Inspire Others
  8. Leadership
  9. Resist Taunt
  10. Steely Stare
Demolition
Step: Rank
Action: Free
Strain: 1
The adept instinctively knows the weak points on any inanimate object. He may add his Demolition rank to any Damage test against an inanimate object. This bonus is doubled when the Damage test is from a siege weapon.

Fortify
Step: Rank + WIL
Action: Standard
Strain: 2
The adept fortifies an object through sheer force of will. This can be used on objects such as a specific door, a siege engine, airship, or building. To use this talent, the adept makes a Fortify test against the target's Mystic Defense (minimum Difficulty of 6). If successful, the adept temporarily reinforces the object against attack. Each adept's expression of this talent is different. For example, it can take the form of a visible field around the target, earthworks protecting it, or ghostly buttresses. The target increases its Death Rating by the test result and increases its Physical and Mystic Armor, and Mystic Defense by +2 per success for Fortify rank hours.

Siegecraft
Step: Rank + PER
Action: Sustained
Strain: 0
The adept can conduct a variety of different tasks related to large scale warfare. This includes planning and building fortifications, siege engines (and associated munitions), and other large structures. He can also operate siege weapons and lead a crew operating siege weapons.