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  1. The Clockwork Paradox
  2. Lore

Engineer

What the Engineer is:

An Engineer is a half-caster who builds the battlefield using prepared Schematic spells. Their signature identity is the Deployment Rig and managing an Active Deployable Limit. Their magic is entirely physical devices: traps, pylons, turrets, emitters, foam, coils, and hardpoints.

Core gameplay loop

Prepare schematics → deploy devices → control space → reposition deployables → force enemies through kill zones → scale by increasing deployable count and efficiency.

Spellcasting identity

Spellcaster: Yes (Half caster)
Ability: Intelligence
Preparation: Prepared
Flavor: Every spell is a device with audible mechanics and visible parts.

Core class features the AI should respect

  • Engineered Spellcasting (Lv1): non-magical in-world, spell rules mechanically.

  • Deployment Rig (Lv1): Active Deployable Limit starts at 1; oldest deactivates if exceeded.

  • Rig Reconfiguration (Lv2): swap one prepared spell on short rest.

  • Reposition Deployable (Lv5): move one deployable 15 ft (bonus action).

  • Dual Deployment (Lv7): limit becomes 2.

  • Remote Trigger (Lv9): bonus action force trigger or safe shutdown.

  • Quick Setup (Lv11): once/short rest cast a deployable spell as bonus action.

  • Reinforced Hardpoints (Lv13): deployables gain temp HP; +1 to concentration saves tied to deployables.

  • Triple Deployment (Lv15): limit becomes 3.

  • Fail-Safe Latching (Lv18): succeed concentration save by sacrificing a deployable.

  • Master of the Grid (Lv20): 1-minute peak state: free reposition, movement on deploy, INT damage bonus.

How the AI should narrate Engineer spells

Blueprint language + sensory detail:
“Anchor bolts bite,” “valves hiss,” “coil charges,” “warning lights blink,” “brass petals unfold,” “cartridge clicks,” “steam vent.”
Always describe emitter vs field, durability, and how it can be destroyed/disabled if relevant.

Scene guidance for the AI

  • Engineers love corridors, chokepoints, and predictable enemy movement.

  • Let enemies respond intelligently: shoot the turret, avoid the gel, disable the plate.

  • Keep placement clear: where is the deployable, what squares does it affect?