Why choose this survivor? Choose the Engineer if you enjoy clever distractions, repairs, improvising devices and solving problems creatively.
Experiences
- I Can Make That Work!+2
- mechanical and electrical repairs or modifications.
- Isn’t This a Surprise?+2
- spotting materials or components with engineering potential.
Signature features
- Fetch!3 Hope
- toss a noise-and-light device within Far range; walkers that can perceive it surge toward it instead of their current prey, except walkers already grappling someone. A walker can destroy the device by hitting Difficulty 12.
- Repairpassive
- +2 on appropriate repair rolls, given sufficient tools and parts.
Personal Issue
- I Was Wrong
- being asked for life-or-death advice brings anxiety. Make an Instinct reaction roll, DC 12; on failure mark 1 Stress. The Engineer remains free to speak or stay silent.
Starting gear & weapons
Pneumatic dart launcher: Finesse, Close, 1d6+2 Physical; 12 darts plus another 12-dart magazine stated in the source. Hunting knife: Strength, Melee, 1d4+1 Physical. Fetch! device, flashlight, portable alcohol stove (about 30 minutes of fuel) and mosquito net.
Why they join the rescue
Their technical skill could get another member of the haven safely home—and they want their judgment to do some good.
This profile is safe to browse before choosing a character. Complete personal histories and any private connections are intentionally omitted. Final play uses the selected Alchemy character sheet.