Buried Secrets

Engineer Playbook

Engineer operating machinery

Technician, saboteur

print version

Build things, or take them apart. This is the playbook for working with your hands.

Anyone can throw a spanner into the machine. You can make the machine break down on a timetable.

When you play an engineer you gain xp whenever you address a challenge with technical skill or by causing mayhem. Every secret agent needs an arsenal of gadgets, and every crew needs someone who can get their hands dirty. Pull out your toolset and duct tape and get building!

Tinker 2, Wreck 1
Starting Actions
Tinker
Wreck

Starting builds

If you want some guidance when you assign your four starting action dots and special ability, use one of these templates.

Bosco “B. A.” Baracus. Skirmish +2, Command +1, Wreck +1. Devil’s Footsteps. This template is inspired by the highly skilled mechanic of the A-Team.

Major “Q” Boothroyd. Attune +1, Finesse +2, Study +1. Electrician. This template is inspired by the man who supplied James Bond with his gadgets.

Ella Lopez. Study +2, Consort +1, Finesse +1. Physician. This template is inspired by the forensic scientist in Lucifer.

Angus MacGyver. Survey +1, Study +1, Skirmish +1, Prowl +1. Jury Rigger. This template is inspired by the improvisational troubleshooter of MacGyver.

Engineer abilities

Electrician — When you invent or craft a creation with electrical features, take +1 effect level. to your roll (a 1-3 beciomes a 4-5, etc). You begin with one design already known.

Devil’s Footsteps — You can push yourself to do one of the following: perform a feat of athletics that verges on the superhuman—maneuver to confuse your enemies so they mistakenly attack each other.

Jury Rigger — You don’t incur flashback costs for two gadgets per mission. You get +1d when you roll to resist consequences of improvised gadgets.

Saboteur — When you Wreck, your work is much quieter than it should be and the damage is very well-hidden from casual inspection.

Physician — You can Tinker bones, blood, and bodily fluids to treat wounds, perform surgery, or stabilize the dying. You may Study an ailment or corpse. Everyone in your crew (including you) gets +1d to their healing treatment rolls.

Fortitude — You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling chemicals.

Subterfuge — You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.

Engineer items

In addition to the standard gear you have access to the following items:

Range extender — When you need to cut through interference, boost a signal, extend the reach of a wireless network. Or maybe just a really long extension cord.

Fine tinkering tools — A finely crafted set of tinkering tools for detailed work. Measuring devices. A soldering gun.

Gadgets — You can create spy gadgets during downtime by tinkering with tools and materials. Track the load for each gadget you deploy in a mission.

Field harness — A strap worn across the body, fitted with specially-padded pouches to safely carry and quickly access chemical or explosive items. During downtime, you automatically refill your kits, so long as you have reasonable access to a supplier or workshop.