Scienseer (Conduit Cities): Scienseers are the men and women trained in the universities of the Conduit Cities. Researchers, field technicians, engineers; all are steeped in the technology of the Conduit Plants and the elements that fuel them. The abundance of energy from these plants has ushered in a multitude of new inventions and use cases for element energy.
One of these inventions is known as an Extractor. It is a miniaturized, but still cumbersome, backpack-mounted device festooned with dials and switches needing to be constantly tuned. Its tralaticon batteries are charged via a reverse-diffusion process which draws raw elements from the surrounding environment. Through careful balancing of gauges and shorthand calculations, the resulting energy can be directed outwards with varying effects. The technology is new and the full capabilities of the device are not yet known.
All Scienseers must have their Extractor to shape manipulations and it requires the use of the dominant hand. The Extractor weighs 20lbs. It also has three attachment points for modifications. Different technology can be modified and fitted to the Extractor with varying benefits. The link to the table below shows the most common items which the scienseer can repurpose to enhance the Extractor.
At first level, Scienseers may choose any three manipulations from the Element Manipulations Codex. Scienseers add a new manipulation to their repertoire every odd-numbered level starting at Level 3.
Purple Cloaks are members of the Census Office Scienseer Division. These individuals are trained in the use of weapons and armor like their brothers and sisters in the other Orders, but do not take the field as often. It is common knowledge that they are behind the scenes building and maintaining the technologies used by the rest of their organization, however, this is not their only function.
Infrequently, Ergon, Element Cultists, or their technologies are captured. These are studied assiduously in an attempt to understand the forbidden practice of Infusion, which is the direct injection of elements into living things. Most manipulations amplify or support what is already in the person and last for a very short time, resulting in few side effects. Infusion is different because the changes are meant to fundamentally alter the Element Makeup of an individual. The effects are powerful, but create either significant fatigue, known as element sickness, in the body as it attempts to rebalance itself or a permanent need for element balancing from outside sources.
Unlike other Shapers, Purple Cloaks may choose melee weapons from the Two-Handed Weapon list when taking the Weapon Proficiency skill. When using any weapon on the Two-Handed Weapons list, however, the Purple Cloak may not shape manipulations without dropping or stowing the weapon.
Starting Skills: Armor Proficiency, Extractor Proficiency, Lore (Element Science), Lore (Occult Element Science), Weapon Proficiency (Short Sword)
Starting Equipment: Extractor, Gambeson, Short Sword, Mid-Layer armor of choice.
Path Level | Ability Gained |
---|---|
1 | Combat Training |
5 | Tactical Infusion or Fighter Archetype Skill |
10 | Path Skill II |
15 | Infusion or Fighter Archetype Skill |
20 | Path Skill III |
Combat Training: Purple Cloak may choose one skill from the Combat Shaper skill tree and one skill from the Fighter Archetype.
Tactical Infusion:
Purple Cloak has learned how to analyze an individual's Element Makeup and temporarily infuse them with one element for a short period of time. This process drastically improves their abilities in one area at the cost of taxing the body's resources as it tries to rebalance.
Prerequisite: 1 (Element)
EP Cost: Element modifier
Range: Touch
Duration: *
Shaping Time: 10 minutes
Concentration: Yes
The Purple Cloak infuses the target with a single element of their choice. The target's Element modifier is raised by the value of the Purple Cloak's corresponding Element modifier, to a maximum of 10. Target also adds that Element modifier to their ER (Element) and their weapons deal (Element) damage equal to that Element modifier for the duration.
On the first day, there are no side effects. For every day after that the target's Element modifier decreases by 1 until it reaches its original value. During that time the target is afflicted with Fatigue I. This affliction is unaffected by Rest or Recovery and ignores any ability which confers immunity to Fatigue. The only way to alleviate the Fatigue is a daily potion made to balance the elements until they reach their normal levels.
Path Skill II:
Infusion:
The Purple Cloak has learned how to permanently infuse an individual and alter their Element Makeup. The effects are dramatic, but the character must find ways to balance their system from outside sources. Failure to do this results in sickness, madness, and death. This process is traumatic to the body and may only be done once to each character. Any attempt to infuse someone twice will result in death.
Prerequisite: 1 (Element)
EP Cost: Element modifier
Range: Touch
Duration: *
Shaping Time: 1 hour
Concentration: Yes
The Purple Cloak infuses the target with a single element of their choice. The target's Element modifier is permanently raised by the value of the Purple Cloak's corresponding Element modifier, to a maximum of 10. Target also permanently adds that Element modifier to their ER (Element) and their weapons deal (Element) damage equal to that Element modifier. In addition, if the new Element modifier is raised to 7 or higher, the character immediately gains the Essence of (Element) skill from their Archetype skill tree.
For the first week, there are no side effects. For every week after that the character must imbibe a potion custom made to balance their elements or otherwise find a way to directly absorb enough element energy to balance their makeup. Common manipulations or abilities which affect Element modifiers are useless here. Failure to do this results in a significant decline in their mental and physical health as shown in the table below. Nothing except direct element rebalancing alleviates these afflictions and any immunities are ignored.
Path Skill III:
Engineers are academic or technical specialists trained in the Conduit City universities and are learned in the technologies of the Conduit Plants. They study the properties of the elements and seek to unravel their mysteries through experimentation and rigorous analysis. Though they are more at home in libraries and classrooms, these individuals sometimes venture out to test their theories in the field.
Starting Skills: Extractor Proficiency, Lore (Element Science), Lore (Conduit Plants), Lore (Choice), Lore (Choice)
Starting Equipment: Extractor, Buff Coat.
Path Level | Ability Gained |
---|---|
1 | Depth of Study |
5 | Custom Extractor I or Shaper Archetype Skill |
10 | Additional Extractor Modification Slot |
15 | Custom Extractor II or Shaper Archetype Skill |
20 | Additional Extractor Modification Slot |
Depth of Study: Engineer may learn one additional manipulation and one skill from the Manipulation Mastery skill tree.
Custom Extractor I: Custom modifications made to their Extractor have increase its efficiency. The Engineer may double their second highest Element modifier when determining maximum EP.
Path Skill II:
Custom Extractor II: Numerous custom modifications to their Extractor have made it unrecognizable, even to the original manufacturer, resulting in the most efficient Extractor possible with known technologies. The Engineer may double their lowest Element modifier when determining maximum EP.
Path Skill III:
Explorer, Prospector, Vagabond, all of these terms may apply at some point to these individuals. Their numbers are few, but their impact is undeniable. They travel the continent mapping and discovering new places. Some crave knowledge and adventure, but most are seeking one thing: pure tralaticon. Those without independent means fund their excursions through smaller discoveries: natural resources, locations of new ruins from the ancient times, or groves of rare plants, but all look out for the big score that will change everything.
Starting Skills: Extractor Proficiency, Lore (Element Science), Lore (History), Survival (Biome), Weapon Proficiency (Choice).
Starting Equipment: Extractor, Gambeson, weapon of choice.
Path Level | Ability Gained |
---|---|
1 | Worldly Wisdom |
5 | Unique Manipulation I or Rogue Archetype Skill |
10 | Path Skill II |
15 | Unique Manipulation II or Rogue Archetype Skill |
20 | Path Skill III |
Worldly Wisdom: Explorer may take two skills from the Rogue Archetype skill list.
Unique Manipulation I:
Path Skill II:
Unique Manipulation II:
Path Skill III: