MECHANICIAN
  At rank 1 every mechanician is trained as a smith and trap-lock & safe  maker, at ranks 5,
8  & 10  they may choose another specialization.   
The following areas of study are
available: Shipwright, Masonry & battlements, magical properties of metals &
gems, constructs and golems.
    A mechanician can build increasingly sophisticated traps as his Rank increases.
The difficulty of removing a trap is determined by its Rank. A mechanician may build a trap
of up to his current Rank.
The mechanician must spend (21 - [2 x Mechanician’s
Rank]) hours and at least (125 x Trap's Rank) Silver Pennies to build a trap.
The cost
in Silver Pennies is just for the physical framework of the trap; if the trap is coated with
poison, filled with an explosive, etc., the mechanician must pay for that material.
  If a being fails to remove a trap, he has triggered it.
1.  If it is a physical trap, the being suffers D10+ [Trap's Rank] Damage Points. If the trap is
poisoned, coated with acid, etc., the being will suffer additional damage.
2.  If it is an explosive trap, it will release its contents in a (10+ [Trap's Rank]) foot-long cone.
The base of the cone will be (Trap's Rank) feet across. The hands of the being who
attempts to de-trap it must be in the cone. An explosive usually consists of a gas, or
something on the order of Greek Fire.
3.  If it is a magical trap, the stored spell is cast upon the being who triggered the trap. The
spell is successful unless backfire occurs.
 Once a trap is triggered, it cannot again be detonated until reset by a mechanician whose
Rank is at least equal to that of the trap. A mechanician must spend (12- [Mechanician's
Rank]) hours to reset a trap. The only outlay he must make in Silver Pennies is to replace
the contents. It is assumed that any repairs necessary are made when a trap is reset.
  A mechanician can construct a magical trap, in which an Adept can store a spell.  The
mechanician first must construct a Ranked trap. He then silvers and enchants it in
conjunction with the mage, at a cost of (100x Spell Rank) additional Silver Pennies. The
Adept must employ Ritual Magic for ([Spell Rank + 10] - [Mechanician's Rank]) hours. The
spell is stored in the trap, unless backfire occurs.  When a magical trap is triggered, the GM
rolls percentile dice. If the roll is less than the Adept's chance of backfire at the time the trap
was enchanted, the being who triggered the trap may only try to Resist (the spell). If the roll
is within the backfire range, the silver on the trap transmutes to slag.
  A mechanician may construct a lock or a safe of up to his Rank.   A mechanician must
spend (330 - [30 x Mechanician's Rank]) minutes and (25x Lock's Rank) Silver Pennies to
construct a lock. A mechanician must spend (15 - Mechanician's Rank] days and (100 x
Safe's Rank) Silver Pennies to build a safe.    A mechanician may store up to one-fifth his
Rank (round up) traps on or adjacent to a lock. A mechanician may store up to one- half his
Rank (round up) traps on or adjacent to the lock mechanism of a safe. A trap which is on or
adjacent to a lock is automatically triggered it not de-trapped before a lock or safe is open.
  A mechanician may earn  (25 + [10 x Rank]) Silver Pennies per day for building or
supervising the construction of domestic devices. Domestic goods will usually be mundane
products on the order of children's toys, mechanical scythes, pulley lifts, and so on. The
mechanician must either establish himself in a  town or promote his products for few days if
he wishes to be supplied with work.  The GM may, at his discretion, allow a mechanician
character to construct devices of use on adventures  Under no circumstances may a
mechanician build post-Renaissance weaponry.  A mechanician can remove his own trap,
open his own lock or safe without disturbing or harming his device in (12-Rank) minutes.    A
spy or thief  is able to do the same to the constructs of others.   
 A mechanician must pay (150 + [150 x Rank]) Silver Pennies per year to supply himself
with a tool kit, raw materials, and an area in which to work.  A mechanician that does not
spend the above amount operates as if he were two Ranks less proficient. If the Rank of a
mechanician is reduced to a negative number, the use of the skill is temporarily lost.


The mechanician is most often called on to devise locks
most popular line includes mechanisms for domestic use
and traps to foil the best efforts of thieves. His second (e.
most popular line includes mechanisms for domestic use
(e.g., windmills).  Mechanicians often build complex, to
sometimes non-functional inventions. This is, in part, due
to the prevailing view that mechanical gadgets are less
efficient than magic at all but the simplest jobs. Thus, the
job of mechanician is regarded more as an art than a
skill.  A mechanician’s study the nature of metals and
ores is to such a degree that they have unlocked the
construction and building of automatons and golems.   A
mechanician must know how to read and write in one
Rank 1.Rank 1.language at Rank 6 if he wishes to
advance beyond Rank 1.Rank 1.