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History
Anyone with skill, from a farmer's daughter to a king's
son, can become an apprentice. They are put into
groups of five regardless of their social standing. The
task is arduous both physically and mentally. Even the
ego is tested daily. Only one out of the five can be
chosen for the journeyman's rank.
Saboteurs were formed from such a group in
Vexus Constructous. Out of the five apprentices, four
worked hard under the relentless, near abusive hand
of Onid, their supervising journeyman. They never
seemed to be able to do anything right. The fifth, a
merchant's son, was coddled. He was given all of the
knowledge needed to become skilled in his own
right. Their master, Midarn, knew of this and ignored
it. One might even say she helped to conceal it. The
merchant's son, Antien, was chosen to advance.
None of the four gave up. They began the
laborious task under different masters. However, each
studied alongside a more skilled apprentice by
chance. For a second time, they failed to become
journeymen.
In contrast, Onid moved up to a Master's
position making Antine his journeyman. They became
successful in production and sales especially among
merchants. The father's business grew in profit, size
and influence. He had developed an uncanny sense of
finding the best locations and times to catch the
shifting air currents. Master Midarn surrounded
herself with many of the finer things in life through
this advantageous union. Once the four learned of
this, they began to connect to the dots. Antine's
journeyman position had been purchased from both
was found dead in his work room with his tools and
drafts scattered around his body. Whispers of Antine's
involvement in both deaths spread. He could not
depend on the financial influence of his father to help
him fend off the growing accusations. Rather than
face a long trial and loose his trade, he took his own
life.
The four, Terell, Carvet, Riven and Balfore,
silently watched as the events unfolded. Over the
years that followed, they found others who had been
wronged by corrupted officials. Their numbers and
supporters grew. The guilds eventually learned that,
when their power and influence was used unjustly,
unexplainable troubles would soon befall them. The
Saboteurs had found their calling.
The Grandmasters
Grandmaster is the highest honor granted to a
Construct Master. It is a title earned after at least 20
years of experience, however, not every master is
guaranteed to become one. The current grandmasters
choose who to invite into their circle. They weight
every aspect of a master's career from their first years
of an apprentice to their current standing in the guild.
This includes how well they train others and still
balance their many other duties. It is only after
intense scrutiny that a master might be found worthy
of the final advancement.
Grandmasters who choose to stay with their
current guild oversee the operations of their sky yards
and personnel. Everyone from master to apprentice
answers to them. However, they rarely deal with
apprentices directly. That is the task delegated to the
masters and on down to their journeyman.
The guilds rely on Grandmasters to create new
contracts and maintain current ones. These range
from single airships to entire fleets. They remain
neutral when dealing with any warring nation. The
Grandmasters of all guilds work together to ensure
the treaties and charters are followed especially
during times of war.
Should a Grandmaster choose to start their own
small guild, they must acquire an approved master
from their current guild. The two are then left to
succeed or fail on their own. Some Grandmasters
who have branched off have built their own sky yards.
The two most powerful and influential guilds remain
Vexus Constructous and Norgen Wrights.
Expertise
Airship Saboteur
An Airship Saboteur is a very dangerous profession. It
is rare for one to live longer than a few years. Like an
assassin, the saboteur works covertly with the intent
to either disable or destroy an airship. They know an
airship from stem to stern. They are familiar with
piloting and on-board weapons as well as general
mechanics. Opposing airship guilds, warring
kingdoms and private citizens pay high fees for their
services. It is a life of near misses and quick escapes
all while high above the ground.
Cost: 5 experience points
Requirements: At least 1 rank in both Airship Pilot
and Airship Weapons
Virtue/Taint Requirements: none
Benefits:
Controlled Fall - Saboteurs are given one
unique piece of equipment once they join
the ranks; a falling sail made up of Great
Spider silk. It's design and enchantment are
known only to those who craft them. The
falling sail can be hidden under any type of
clothing and deployed quickly for a
controlled fall.
Sabotage and Demolition skills - The
Saboteur is the only expertise that can buy
into the sabotage and demolition skills.
New Skills
Airship Engineering (Logic)
Skill Category: Special
Skill Develop: Normal
Description: The airship engineering skill is exclusive
to the Construct Masters. It encompasses the design,
creation and modification of tools, constructs,
weapons and airships. Modifications take precise
planning and time to create but are well worth the
effort. This can include replacing the hull with
superior materials to increase DR or designing sails
for faster performance. It allows for a weapon to be
mounted on an airship not built for combat as well as
furnace upgrades.
These modifications must done in special
facilities using proper tools and equipment.
Enhancements can be made to maneuverability,
damage reduction, defense and speed. Only one
enhancement can be made at a time and separate
rolls are required for each additional enhancement.
To enhance one of the airship's capabilities, roll 1D12
and add the airship engineer skill. Refer to the
Enchantments chart for the corresponding modifier
to be added. Each modification takes 3D12 hours to
complete.
ENHANCEMENTS
1D12 Roll
1-15
16-17
18-19
20+
Modifier
+0
+1
+2
+3
PENALTIES
1D12 Roll
1-15
16-17
18-19
20+
Modifier
0
-1
-2
-3
Equipment
Construct Master Blueprints
Cost: Not for sale on normal markets.
Black Market Cost: 1000gp
Weight: 20lbs - 25lbs
Description:
Blueprints designed by Construct Masters are not
simply architectural drawings on a piece of paper.
They are magical scrolls that, when properly decoded,
manifest themselves into three dimensional images.
Every word, symbol or artistic image appears as a
confusing pattern of lines and symbols to those who
can not decipher them. Only those trained can use
them. Some construct masters have been known to
enchant their writings with traps or tricks. Such
dealings could cause the reader to become confused
for days or delusional. The blueprints themselves
might explode or disintegrate.
Tools of the Trade
Cost: Not for sale on normal markets.
Black Market Cost: 100gp
Weight: 7lbs
Description:
Construct Masters are tasked with their own tool
design and creation. These tools are very personal to
them and can not be purchased. Tool construct can
take anywhere from a few days to several weeks to
complete. Typical tools are hammers, punches, peens,
clamps, pliers, furnace wrench, cloud stone caliper
and a sail binder. In order to create these tools the PC
must roll a TN 12 to produce the tools over 1D12+8
days.
Tools of Destruction
Cost: Not for sale on normal markets.
Black Market Cost: 100gp
Weight:
Description:
Saboteurs are taught tool design and creation. In
order to preform some of their more intricate work,
these tools are required. Some of the more frequently
used tools are chisels, hammers, hooligan crowbars,
hull sappers but they can vary according to the user.
Successful tool creation has a TN 12 and takes
1D12+4 days to complete.