Warhammer Engineers Quest
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You play as a newly minted engineer in the old world. Beginning in 2304 just after the great war against chaos your quest begins.
Character Sheet
Character Sheet
(Beginning)
Dieter Frieden

Born: 2285, Frieden Estate, Nordland

- Martial 11= 11 +0
- Diplomacy 13, +2, -5= 10 +0
- Stewardship 14, +5= 19 +4
- Intrigue 13, +5= 18 +3
- Piety 14, -5, = 9 +0
- Learning 15 +5+5= 25 +7

Stat Bonus Traits
  • Noble Heir +2 diplomacy
  • Educated in Miragliano (+5 to learning, +5 to intrigue, -5 to piety)
  • Educated by a Dwarven Wanderer (+5 to learning, +5 to stewardship, -5 to diplomacy)
  • Spendthrift (-2 to purchasing deals/contracts)
  • Small Lab (+5 to research)
Mastery
  • Structural Engineering [x][x][x][x][x] +15
  • Metalworking [x][x][x][x][x] +15
  • Mechanical Engineering [x][x][x] +7
  • Shipmaking [x][x][x][x][x] +15
  • Steam power [x] +2
Special Traits.
  • Eye to the Horizon: Growing up in Dietershafen you watched the ships big and small pull into port. The constant threat of Norscans made you take a distinct appreciation not found in any other province for the protection of the ships. (+5 to shipbuilding and sea trade)
  • Goal: Defence of the seas - Living in Nordland you grew up hearing stories from the coast and lesser defended areas of Norscan raids and Dark Elf attacks. You want to defend your home from threats coming from the sea
 
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Mechanics
Turn Length

A turn is a quarter of a year, three months. They will be listed as Q1, Q2, Q3, and Q4 respectively.


Mastery

This quest also has a somewhat unique mechanic, Mastery. The Mc and other characters can gain mastery, this is similar to stats in a ttrpg called World of Darkness. But unlike Wod these are only for skills you are learning so, while a one in Wod is poor, one here simply means a novice. The ranks go from novice, sufficient, competent, proficient, and expert.

Skills may change, so while in the beginning, it may be metallurgy, when it becomes a five and you keep studying metallurgy you gain a novice in advanced metallurgy while keeping a 5 in basic metallurgy.

Some examples would be a human normal smith, a dwarven journeyman runesmith, and an elvish Caledonian smith.

Human Smith
-Metalworking [x][x][x][x][]
-Metallurgy [x][x][x][][]

Dwarven Runesmith
-Basic Metalworking [x][x][x][x][x]
-Basic Metallurgy [x][x][x][x][x]
-Advanced Metalworking [x][x][x][x][]
-Advanced Metallurgy [x][x][x][][]
-Creature Craft [x][x][x][][]
-Runesmithing [x][x][x][][]

Elvish Caledonian Smith
-Basic Metalworking [x][x][x][x][x]
-Basic Metallurgy [x][x][x][x][x]
-Advanced Metalworking [x][x][x][][]
-Advanced Metallurgy [x][x][x][x][]
-Creature Craft [x][x][x][x][]
-Magic Smiting [x][x][x][x][]

These add bonuses to rolls as well as unlock new research options and investments, it goes +2, +5, +7, +10, +15. It does get harder to level up skills as they progress.


Contracts

A large part of this quest is doing contracts. You can receive contracts from anyone you so choose, you can seek them out or they can seek you out.

Usually, contracts take place over multiple turns. You can do them wherever you want as long as they are done by the completion date.

If you don't finish them in time there can be consequences, from reputation and prestige loss, to financial penalties, and even threats and attacks. In cases where it is cash after dive very, you can give part of the order if it isn't finished but this can have similar, if similar effects, to not delivering at all.

Sometimes there may be bonuses for contacts being finished early, but this will only be for large orders.

If you produce goods and you don't think they are good quality, like say making subpar swords from a contract, then you can try to make them again and deliver a product. Usually, the contract will name the quality of good or service they want, and you need to meet this to fulfill the contract.


Production

You will not be making everything by hand, what are a laborer. You will work to establish production facilities and supply lines.

All production lines make one good, that isn't to say that only one good can be made in a building or that one good has only one use. You can establish a supply line to make basic goods that flow into larger categories.

Two examples would be making a logging camp to get wood, one of the most basic resources. Then you could make a sawmill to turn that wood into planks which would be part of the building supplies group.
The same can be done with clay, which once harvested can be put into a kiln to make bricks that fall into the aforementioned building supplies group.

There are several basic item groups that if produced can be used to get discounts on certain actions.

So if you want to build a building you would either buy one to then refurbish with building supplies, or build an entirely new one with building supplies. If you didn't have enough you could simply buy more, and if you had too much then you could sell it. This won't be some hyper reactive system, I am only one guy and it is more of if you make this thing then you get a discount for material costs and operating costs.

Basic goods like building supplies, simple tools, foodstuffs, and other stock whose quality isn't important won't have complex production lines. But for advanced goods, things like luxury items, weapons, and items with large variances in value, like textiles, the production quality matters.

Production lines for these things are expensive and require higher maintenance, as well as trained and more expensive workers. These lines also make some items not fit for sale, a number determined by a roll. There are measures to be taken to reduce this.

The final aspect of production is effectiveness vs efficiency. This metric isn't too important for basic goods but for some advanced goods production may be effective, which means it can make it, but it isn't efficient meaning that it uses a lot of resources and time. You can sacrifice one for the other or take other means to improve production.

Goods
Goods are just that, items to be produced and then sold.

Basic goods are items that have little difference between production and are almost always consistent, food, wood, and stone.

Advanced goods are items like weapons, textiles, and other items that require a good deal of processing to be made.

Specialty goods are things made one at a time, and can rarely be mass-produced. Large industrial creations and other machines. They can be recreated but not made on an assembly line, but through research, they could become advanced goods and then mass-produced.


Research

Research is a subset of learning, you can research to do two things.

One is to look into inventions or discoveries, this can be done by the MC or other people.

The second thing is when the Mc or another character spends time studying to increase their mastery level.
 
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Dramatis Personae
Dramatis Personae

Family Members
  • Agustus Frieden- Father of Dieter Frieden, Lord of Frieden Valley. Reputation (?/10)
  • Alice Meyer Frieden- Mother of Dieter Frieden, Lady of Frieden Valley Reputation (?/10)
    • Dieter Frieden

Family Servants
  • Kurt- Family Guard for the Frieden family. Reputation (6/10)
  • Bruno Voit- Master at arms at Frieden Castle Reputation (5/10)
Friends, Aquantances
  • Andrei de Livoci- Tileian Master engineer and Teacher of Dieter Frieden Reputation (7/10)
  • Alaric Bolkison- Master engineer of Zhufbar and Teacher of Dieter Frieden Reputation (8/10)
Friendsburg Residents
  • Old Heinrich Local Bailiff of Friendsburg
  • Jost Mengen Local Priest of Friendsburg, Reputation (6/10)
Other

General Reputation

  • Imperial Reputation (Unkown to the Wider Empire)
  • Nordland Reputation (6/10 Respected, member of a well-known family)
  • Friendsburg Reputation (5/10 Heir to these lands but abroad for a long time)
  • Dawi Reputation (7/10 This Umgi was trained to proper dawi standards, we can work with him)
 
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