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Written by: Dan O'Donnell, J.

Ricco McMillan and Coleen O'Donnell


Editing and Layout: Coleen O'Donnell

2013 Dan O'Donnell. All rights reserved.


This book or the material herein may not be reproduced in anyway without the express written permission from its author. This is a work of fiction.
Names, Characters, places and things contained in this book are
the works and imagination of its author. Any resemblance of people, places and things, living or dead, is entirely coincidental.

Construct Masters and Saboteurs


In the following pages you will find new story
content, expertise, skills and equipment regarding
Construct Masters and Saboteurs. Builders, designers
and engineers are in the ranks of Construct Masters.
They are responsible for the creation of airships, sky
yards, weapons and even mechanized constructs.
Becoming a construct master is no easy task.
These expertise are meant to be difficult but not
impossible to attain. Gamemasters can create an
adventure or campaign for characters who seek a
place among the Construct Masters. Many story seeds
have been placed before you. Enjoy.

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

Midarn and Onid. The merchant received discounted


airships as well as information on secret trade routes.
Midarn continued to accept "special" apprentices
from more influential families. All of these actions
were against the Guild Treaty & Charters.
They took their suspicions to another Vexus
Master. He and several others looked into their
accusations. Onid was skilled in airship construction
with Antine's assistance. The two brought a great deal
of business to Vexus Constructous. Midarn simply had
grateful apprentices that had generous families. They
wrote the four off as angry and vengeful. With a final
twist of the proverbial knife, Master Midarn spread
the findings among the Construct Masters. She
ensured their names were forever tarnished. The
hope of becoming journeymen was gone.
They no longer trusted the authority of any
Vexus master nor did they feel the Norgen Wrights
would listen to apprentices rejected two times each.
They took matters into their own hands knowing
their time as apprentices had not been wasted. They
had learned a great deal about airships; more than
enough to know where they were the weakest, what
to remove to stall any possible movement and where
to place a fire for the swiftest destruction. Above all
else, they knew their targets.
Their first move was against the merchant. It was
easy enough to obtain positions aboard his various
airships. The business suffered losses with one
terrible accident after another. Folks began to whisper
that the merchant was cursed. He lost more than just
physical items. The second target was Antine. Airships
he was part of building had flaws. Any that came in
for repairs ended up back at the docks with the same
problems. Onid and Midarn distanced themselves
from him. Somehow a tool from Onid's personal
collection found its way onto Antine's drafting table
one evening. Suspicion began to fester in his mind as
imperfect airships continued to plague him. When he
finally confronted Onid, he denied any wrong doing.
Antine sought help from Midarn who told him her
part in his career ended when his father's
contributions did. She had found greater prosperity
in training new apprentices.
Vexus Constructous lost two of its skilled
personnel within days of each other. Midarn perished
in a fire aboard her private barge. The blaze was so
intense that only the Cloud-Stones remained. Onid

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.

Construct Master (Apprentice)

Construct Master ( Journeyman)

The initial step in becoming a Construct Master is to


join a guild willing to teach new members. The
individual is tested rigorously on their ability to learn
quickly and understand general mechanics. Should a
master choose to train them, five are initiated as his
apprentices. They study for at least 5 years under a
journeyman to learn the basics of the trade. Much of
their first year consists of menial tasks from fetching
tools to applying a coating to every inch of a hull.
There is little opportunity for contact with anyone
outside of the guild. They remain on the sky yard with
their room and board provided during this period.
The master keeps a close watch on their
progress looking for the one who excels in every task
assigned. Only one is chosen by the master to become
a journeyman. The others are given three choices.
They may leave only after swearing an oath of secrecy,
stay on as a general laborer for the guild or begin the
5 year process again. It takes years of hard work to
climb the ladder from apprentice to master. For those
who succeed, it is worth every minute.
Cost: 5 experience points
Requirements: Must join an Airship guild.
Virtue/Taint Requirements: none
Benefits:
First Steps - The apprentice can now buy into
Airship Mechanic and Engineer skills.
Tools of the Trade - The apprentice is given
his first set of tools which can only be
granted by the journeyman. These special
tools are specifically designed for their
profession and can not be purchased in
normal markets.

Journeyman is the second degree of a Construct


Master. Attaining it is proof of their skill and
determination. Their new position allows more
information about construction methods. It is at this
time that the journeyman is shown how to read
blueprints. These are filled with complex words and
symbols to keep the secrets of design out of the hands
of competitors and other unscrupulous individuals.
The master provides the instructions and time for the
journeyman to create their own set of tools. When
satisfied with the result, the journeyman makes five
simple sets for a new round of apprentices.
Journeymen play a very important role in
training apprentices. They watch over the apprentices
and see that the tasks set by the master are
completed. They note how well each apprentice
retains basic construction concepts. From their
observations, the master determines each new lesson.
Journeyman will work under a master for an
additional 5 years assisting him in everyday duties.
More and more of the master's insight and experience
is shared through these years until the journeyman is
advanced to master in their own right.
Cost: 10 experience points
Requirements: Must have Construct Master
(Apprentice)
Virtue/Taint Requirements: none
Benefits:
Construct Specialization - The journeyman
may distribute +2 additional ranks to either
Airship Mechanic or Airship Engineer.
Decipher Encoded Blueprint - A journeyman
can now read his master's encoded
blueprints.
Tool design - The journeyman learns how to
design and build his tools of the trade. He
will also be tasked with designing tools for
the apprentices.

Construct Master (Master)


For many, master is the final level attained for a
Construct Master. Masters are revered among the
lower levels and by most of their peers. They can
choose to go anywhere within their guild. A few take
on small, private contracts with permission of the
Grandmasters. In order to be considered for a
Grandmaster's position later in their career, they must
train at least five apprentices. Out of the five, the
master will pick one apprentice for their journeyman.
Masters are permitted to create blueprints
encrypted with magical words and symbols for many
designs. They are also capable of creating the mana
furnaces for their airships. They are often found
hunched over drafting tables in an ongoing effort to
modify and improve airships, weapons and
constructs.
Cost: 15 experience points
Requirements: Must have Construct Master
( Journeyman)
Virtue/Taint Requirements: none
Benefits:
Master Builder - Master builders can now
design build and modify airships, weapons
and constructs. They also can train up to 5
apprentices to teach their skills and secrets.
Out of the 5 apprentices he can promote one
of them as a journeyman.
Mana Furnace - As a master builder, the
construct master knows how to design and
build a mana furnace.
Design Encoded Blueprints - The master can
now draft a blueprint in magical writing
which only he and his journeyman can read.

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

Airship Mechanics (Logic)


Skill Category: Special
Skill Develop: Normal
Description: Airship Mechanics allows a character to
repair airships damaged during combat or by various
mishaps while in operation. This skill can only be
developed by a Construct Master. However, jimmy
rigged may be performed by anyone without the skill
at a -4 penalty. Minor or Major repairs can only be
accomplished by a Construct Master who has
developed the skill.
Jimmy Rigged (TN 10)
Jimmy Rigged is a quick and temporary repair for a
specific component or section of the airship. This
comes in handy if the proper tools, materials or
facilities are not available. It can only be attempted
once on a section or item of the airship. It is designed
to keep the airship operating long enough until
permanent repairs can be achieved. The player
-character rolls the airship mechanic skill against a TN
10. The airship receives 1 temporary hull point for
every point over 10 until more permanent repairs can
be made. The damage must be fixed within a
reasonable time frame (GM discretion) or the
damaged section or component is completely
destroyed or inoperable.
Example: Juliana has an airship mechanic skill of 7.
She rolls a 9 (7+9) for a total of 16. She is 6 points
over the TN of 10 thus temporarily repairing the
airship for 6 hull points.
Minor Repair (TN 12)
Minor repair is the simple removal and replacement
of a component or a patch to hull sections. It can
entail the mending of the ship's sails as well as basic
maintenance. Minor repairs can be performed outside
of combat without special facilities. A full set of tools
and proper materials are required. Minor repairs can
only be performed by a Construct Master and may be
attempted several times to recover the ship's
maximum hull points.
Example: Juliana has an airship mechanic skill of a
8. She rolls an 11 (8+11) for a total of 19. She is 7
points over the TN of 12 thus permanently repairing
the airship for 7 hull points.

Major Repair: (TN 14)


Major repair consist of complete overhauls of the
airship including its furnace, mast or any
external/internal rigging. These repairs require a
special facility along with proper tools and materials.
A Construct Master of journeyman or higher required.
Major repairs restore all the airship's hull points on a
successful roll of TN 14 or better. Repairs take up to
4D12 hours.
Demolition (Logic)
Skill Category: Special
Skill Develop: Normal
Description: Demolition allows a character to impair
and potentially destroy an airship. Accidents happen
aboard airships that may cause damage but only the
Saboteur may use the demolition skill.
Quick Hit (TN 10)
Quick hit is a fast attack on a specific component or
section of the airship. It is designed to keep the
airship's crew distracted; generally for ulterior
motives such as ship boardings. The player-character
rolls the demolition skill against a TN 10. The
airship's hull takes 1 point of damage for every point
over 10. The item or section can be fixed with the
jimmy rigged skill if it is caught in time.
Example: Marco has a demolition skill of 8. He rolls
a 9 (8+9) for a total of 17. He is 7 points over the TN
of 10 thus damaging the airship for 7 hull points.
Minor Damage (TN 7)
Minor damage involves the removal or destruction of
an intricate component needed for an airship's
operation. Minor damage requires a full set of tools.
Performing any minor damage runs the risk of
discovery. The Saboteur must find a way to avoid
detect when attempting minor damage. The playercharacter rolls the demolition skill against a TN 7. The
airship's hull takes 1 point of damage for every point
over 7.
Example: Juliana has a demolition skill of 10. She
rolls an 11 (10+11) for a total of 21. She is 14 points
over the TN of 7 thus damaging the airship for 14
points.

Major Damage: (TN 5)


Major damage consists of catastrophic failure of vital
components of the airship. These damages can cause
an airship's destruction if extensive enough. The
player-character rolls the demolition skill against a TN
5. The airship's hull takes 1 point of damage for every
point over 5. As with minor damage, the Saboteur
risks detection while attempting to cause major
damage.
Disguise (Logic)
Skill Catagory: Normal
Skill Development: Normal
Description: Those skilled in disguise have the
uncanny knack for becoming another face in the
crowd. They are able to make themselves seem
unremarkable through their words, actions and attire.
Roll the character's disguise skill to set the TN for
anyone trying to describe what they looked like. They
must match or better the character's TN to give a
good description.
Sabotage (Logic)
Skill Category: Special
Skill Develop: Normal
Description: This skill may only be developed by
Saboteurs who work as an opposing force to
Construct Masters. Sabotage is a precise attack that
can only be done using tools of destruction. Penalties
can be applied to maneuverability, damage reduction,
defense and speed. To reduce one of the airship's
capabilities, roll 1D12 and add the sabotage skill.
Only one constraint may be made at a time. Separate
rolls are required for each additional reduction.

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.

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