Dwarvish Engineers are greatly sought after in nearly all parts of the Old World, for they alone have the skill to create the mechanical marvels of the age. The Dwarven Engineer's Guild is a powerful but very secretive body; its structure, rules, and the bizarre and sometimes distasteful rituals it employs are founded on centuries of tradition. It has a deep distrust of innovation and invention - if anything had been worthwhile, they maintain, the Guild would have tried it centuries ago. Because of this and because of the tight control which the Guild maintains over its members, it is not unusual for imaginative and inventive young Dwarfs to leave or be expelled from the Guild and seek employment and patronage outside it. The technical term for these individuals, for historical reasons, is 'wetbacks', although it is unwise to call them this to their faces. Wetbacks can be found working for a number of wealthy patrons in the Old World and the Guild is increasingly worried about the steady undermining of its position and authority. Guild members and wetbacks rarely treat each other with anything but hostility.
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WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
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+10 |
+10 |
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+2 |
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+10 |
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+10 |
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Skills
- Carpentry
- Drive Cart
- Engineering
- Read/Write
- Secret Signs: Dwarven Engineer's Guild
- Set Trap
- Smithing
- Spot Trap
- 50% chance of Metallurgy
As stated in Skills, all Dwarfs automatically have Mining skill. In the case of Engineers, they skill is enhanced so that they have a +20% modifier for Construct tests as well as a +20% modifier for Search tests to find secret doors when underground.
Trappings
- Hand Weapon
- Leather Jack
- Tool bag
- D4 hammers and D6x10 nails
- D4 cold chisels
- Pick
- Saw
- D6 iron spikes
- Tongs
- Pliers
- Heavy wire (10 yards)
- Hand Axe
- Ring with concealed Guild symbol (unless wetback)
Career Exits
- Alchemist's Apprentice
- Artillerist
- Artisan (Carpenter or Stonemason)
- Dwarf Pilot (Dwarfs only)
- Gunner
- Master Engineer (Dwarfs only)
- Sapper
- Tunnel Fighter