“Humanity is magical”. So says the credo of the Council of Free Assemblies, and so believe the Thaumatech Engineers. The Thaumatech Engineers are masters of magical item creation, but unlike the superficially related Forge Masters, the Sparks care little for ancient ways or perfected metals; rather Sparks create magically powered sci-fi gadgets drawn from Sleeper culture and then attempt to reverse engineer them to something creatable by mundane science, because it is their belief that this erodes the Abyss by reducing the gap between the Phenomenal and the Supernal.
Origins
Parentage: Obrimos, Free Council
Nicknames: Sparks, Madboys/Madgirls (derogatory)
Background: Engineers, craftsmen, futurists, and inventors make up the ranks of the Thaumatech Engineers.
Appearances: Many affect styles associated with their favorite science-fiction setting, others are heavily into the steam-punk look (and their creations follow suit), still others adopt a hodge-podge of styles or a sci-fi-esque update to more traditional magical motifs.
Doctrine
Prerequisites: Matter 2, Crafts 2, and a specialization in Engineering or other appropriate field.
Initiation: The initiate must come up with a design for a piece of technology impossible to make without magic and then refine the design so that it uses as few magical parts as possible – bonus points are awarded if the magical components are always-on filters or converters to minimize the amount of Mana necessary to activate the item. There have been discussions of just making the initiation “design a lightsaber” due to how often a lightsaber is submitted as the initial design, but the Thaumatech Consortium – the primary organizational body – has so far resisted doing so.
Organization: Sparks are all part of a single, globe spanning organization called the Thaumatech Consortium for the Advancement of Magic into Technology. There are several elected positions – in order of importance they are: Chairman, Secretary, Custodian of Prototypes, and Liaison to the Pentacle Orders – and any member of the legacy can vote, but only those who have achieved the third attainment can hold office, and only those that have achieved the fourth can become Chairman. The Chairman sets the agenda, the Secretary keeps the minutes and assists the Chairman with the agenda, the Custodian of Prototypes keeps records of every creation of any Thaumatech Engineer, and the Liaison works with the Pentacle Orders to keep friction to a minimum and goals moving more-or-less together.
Magic
Ruling Arcanum: Matter
Instruments: Portable electronics and engineering tools (e.g. soldering irons, multimeters, &c) (+1), industrial engineering tools (e.g. water-cutters, industrial 3D printers) (+2), explaining your designs in front of an audience (+2, ritual casting only).
Oblations: designing a magitech device, building electronics, creating clockwork mechanisms.
Theory: By fully exploring the design-space of the Supernal, the Thaumatech Engineers can glean insight on what can be created in the phenomenal, and by pushing the boundaries of human knowledge the Supernal can be drawn “closer” to the phenomenal, “squeezing out” the Abyss, as Sleepers write new symbols, and reinforce old, in the Supernal.
Attainments
First: (Never) Read the Manual
Prerequisite: Initiation
It’s tough to even get started on a project if you don’t know what your tools can even do. Luckily, every Spark can instantly and intuitively understand how any tool works simply by spending a turn studying it. This Attainment mimics the effects of the Craftsman’s Eye spell with reach assigned to Advanced Duration.
Optional: Prime 1
Sparks do not deal solely with Phenomenal objects, and with their knowledge of Prime they’re able to also intuit the functioning of Supernal or Supernatural objects such as Imbued and Enhanced items, Artifacts, or even non-Supernal magical items. When studying an object with the primary Attainment, the Spark also knows if the item is magical, the effect(s) of the magic, and what (if any) activation methods it has.
Second: Handy Tools
Prerequisite: Matter 2, Crafts 3 or Crafts 2 and either Computers or Science 1
The handiest of tools have hands of their own, able to reach into tiny places the Spark cannot, or pick up large objects. With the expenditure of a point of Mana a Thaumatech Engineer can instantly add the ability to be remotely controlled to any machine she touches; often a modern robot or robotic limb, but occasionally a clockwork automaton or even simple toy. This Attainment emulates the Remote Control spell with reach assigned to Instant casting and Complex tasks, and utilizes the Permanence attainment for Advanced Duration.
Optional: Prime 2
Sometimes a Spark comes across a magical item they did not create and do not know how to activate. Other times they hand a magical item off to one of their puppets and need to activate the magical item remotely. Rarely – and most enjoyably – the Thaumatech Engineer gets to test the deleterious effects of an enemy’s Imbued Item on that enemy… while said enemy still has possession of the item! Most often this Attainment is used to "cheat" the activation roll and dodge any potential Hubris associated with a magic item. With but a thought the Thaumatech Engineer can trigger any Supernally based magics (or non-Supernal magic items with one dot in an appropriate Arcanum) in sensory range as if using the Word of Command spell with a potency equal to the Spark’s dots in Prime and reach assigned to Instant Casting and Sensory Range; any activation costs for the item are reduced or changed to one Mana.
Third: Touch of Malleability
Prerequisite: Matter 3, Crafts 3, and Computers or Science 2 or Computers and Science 1
Whether it’s getting the chassis of your latest project just right, or making the right tool for the job from a nearby wall, or collecting all the nitrogen gas your assistant just released because they forgot to hook up the hose before turning the knob (again, for, like, the fourth time this month), the ability to shape matter to your will is an undeniably useful one. This Attainment allow the Spark to freely alter the shape of liquids, gasses, and even solids, with a Wits + Crafts - desired equipment bonus roll being required for particularly intricate shapes such as precision tools or parts. This Attainment emulates the Shaping spell with reach assigned to Instant casting and manipulation of solids.
Optional: Prime 3
While multi-use items are often preferred, single use items are both easier to craft and capable of storing the spells of other Mages. With an hour of preparation and a point of Mana, a Spark can prime an item to store spells within it for future release. The spell is automatically relinquished from the casting Mage’s control without additional cost. The target of the spell is whoever (or whatever) is touching the item, or the item itself. If the item is ingestible (i.e. food or drink), then it can be consumed; if the Spark also has Forces 2, then a kinetic trigger may be specified for releasing the spell; otherwise a point of mana must be spent to activate the item. This Attainment functions similarly to Spell Potion (if made to be consumed), Energize Object (if given a kinetic trigger), or Stored Spell (Signs of Sorcery pp 69-70) with reach assigned to Advanced Duration.
Fourth: Multitooldinous
Prerequisite: Matter 4, Crafts 4, Computers and Science 3.
Complex functions are what the Thaumatech Engineer wants, and this is one way for them to get it. The Spark can select a number of properties up to their Matter dots from various objects and superimpose them onto another object. Heat-based death rays, cell phones able to take detailed x-ray scans, death rays that let you call your mom while simultaneously burning your enemy to death and getting a detailed look at that tumor in their intestines, the possibilities are limited only by imagination and available items. This Attainment mimics the Wonderful Machine spell with reach assigned to Advanced Duration and Instant casting.
Optional: Prime 4
Thaumatech Engineers tend to make magical items, and the Consortium insists on proper relinquishment. This Attainment potentially eases that burden by allowing an exceptional success on Imbument rolls on 3 successes instead of 5, allowing the Mage to safely relinquish without expending Willpower dots.
Fifth: Supernal Engineering
Prerequisite: Matter 5, Crafts 4, Computers 4, and Science 4.
At this level of mastery the Thaumatech Engineer can retool and alter already created Supernal items. With a scene of work, and tools appropriate to the make of the item, the Thuamatech Engineer can reassign up to their Matter dots in spell factors and/or reach options on any Enhanced or persistent Imbued Item (but not Artifacts). Only one such reassignment can be performed per item, with any new work overwriting the old, and the alteration fade at a rate of one alteration per day; if fewer than the Thaumatech Engineer’s Matter dots in alterations were made the unused “alterations” fade first, providing a buffer before the desired changes revert.
If in a tight situation, where time is of the essence, a Thaumatech Engineer can instead make emergency alterations; instead of a scene of work the Thaumatech Engineer spends a single round and can use whatever tools are at hand to make the alterations, but the alterations only last for a number of rounds equal to the Thaumatech Engineer’s Matter dots and then the item ceases to function until the Thaumatech Engineer spends a full day, and Mana equal to the total dots of all spells altered, to repair the item.
Optional: Prime 5
At this level the Thaumatech Engineer has achieved true mastery of their craft. In addition to the alterations available above, the Thaumatech Engineer can change a number of spells up to their Prime dots in any Imbued Item (persistent or activated) to any other spell of the same Arcanum of equal or lower dot level. The Thaumatech Engineer does not have to have the Arcanum in question, and available reach is calculated based on the creator of the item’s Arcana at the time of creation. Conjunctional spells can be changed to a spell of either Arcana or both, but the effect cannot become that of a combined spell. Changes fade at a rate of one per day, with the buffer effect for unused changes as in the main Attainment. Emergency alterations instead last for a number of turns (if persistent) or uses (if activated) equal to the Thaumatech Engineer’s Prime dots.
Nicknames lifted from the Girl Genius webcomic.
Critiques and thoughts welcome and encouraged.
Updated June 23, 2019 to reflect Signs of Sorcery content.
Updated April 9, 2020 to fix wording.
Updated April 7, 2021 to add Theory section and change fifth Attainment/Alt Attainment per @ROMzombie's suggestion.
Origins
Parentage: Obrimos, Free Council
Nicknames: Sparks, Madboys/Madgirls (derogatory)
Background: Engineers, craftsmen, futurists, and inventors make up the ranks of the Thaumatech Engineers.
Appearances: Many affect styles associated with their favorite science-fiction setting, others are heavily into the steam-punk look (and their creations follow suit), still others adopt a hodge-podge of styles or a sci-fi-esque update to more traditional magical motifs.
Doctrine
Prerequisites: Matter 2, Crafts 2, and a specialization in Engineering or other appropriate field.
Initiation: The initiate must come up with a design for a piece of technology impossible to make without magic and then refine the design so that it uses as few magical parts as possible – bonus points are awarded if the magical components are always-on filters or converters to minimize the amount of Mana necessary to activate the item. There have been discussions of just making the initiation “design a lightsaber” due to how often a lightsaber is submitted as the initial design, but the Thaumatech Consortium – the primary organizational body – has so far resisted doing so.
Organization: Sparks are all part of a single, globe spanning organization called the Thaumatech Consortium for the Advancement of Magic into Technology. There are several elected positions – in order of importance they are: Chairman, Secretary, Custodian of Prototypes, and Liaison to the Pentacle Orders – and any member of the legacy can vote, but only those who have achieved the third attainment can hold office, and only those that have achieved the fourth can become Chairman. The Chairman sets the agenda, the Secretary keeps the minutes and assists the Chairman with the agenda, the Custodian of Prototypes keeps records of every creation of any Thaumatech Engineer, and the Liaison works with the Pentacle Orders to keep friction to a minimum and goals moving more-or-less together.
Magic
Ruling Arcanum: Matter
Instruments: Portable electronics and engineering tools (e.g. soldering irons, multimeters, &c) (+1), industrial engineering tools (e.g. water-cutters, industrial 3D printers) (+2), explaining your designs in front of an audience (+2, ritual casting only).
Oblations: designing a magitech device, building electronics, creating clockwork mechanisms.
Theory: By fully exploring the design-space of the Supernal, the Thaumatech Engineers can glean insight on what can be created in the phenomenal, and by pushing the boundaries of human knowledge the Supernal can be drawn “closer” to the phenomenal, “squeezing out” the Abyss, as Sleepers write new symbols, and reinforce old, in the Supernal.
Attainments
First: (Never) Read the Manual
Prerequisite: Initiation
It’s tough to even get started on a project if you don’t know what your tools can even do. Luckily, every Spark can instantly and intuitively understand how any tool works simply by spending a turn studying it. This Attainment mimics the effects of the Craftsman’s Eye spell with reach assigned to Advanced Duration.
Optional: Prime 1
Sparks do not deal solely with Phenomenal objects, and with their knowledge of Prime they’re able to also intuit the functioning of Supernal or Supernatural objects such as Imbued and Enhanced items, Artifacts, or even non-Supernal magical items. When studying an object with the primary Attainment, the Spark also knows if the item is magical, the effect(s) of the magic, and what (if any) activation methods it has.
Second: Handy Tools
Prerequisite: Matter 2, Crafts 3 or Crafts 2 and either Computers or Science 1
The handiest of tools have hands of their own, able to reach into tiny places the Spark cannot, or pick up large objects. With the expenditure of a point of Mana a Thaumatech Engineer can instantly add the ability to be remotely controlled to any machine she touches; often a modern robot or robotic limb, but occasionally a clockwork automaton or even simple toy. This Attainment emulates the Remote Control spell with reach assigned to Instant casting and Complex tasks, and utilizes the Permanence attainment for Advanced Duration.
Optional: Prime 2
Sometimes a Spark comes across a magical item they did not create and do not know how to activate. Other times they hand a magical item off to one of their puppets and need to activate the magical item remotely. Rarely – and most enjoyably – the Thaumatech Engineer gets to test the deleterious effects of an enemy’s Imbued Item on that enemy… while said enemy still has possession of the item! Most often this Attainment is used to "cheat" the activation roll and dodge any potential Hubris associated with a magic item. With but a thought the Thaumatech Engineer can trigger any Supernally based magics (or non-Supernal magic items with one dot in an appropriate Arcanum) in sensory range as if using the Word of Command spell with a potency equal to the Spark’s dots in Prime and reach assigned to Instant Casting and Sensory Range; any activation costs for the item are reduced or changed to one Mana.
Third: Touch of Malleability
Prerequisite: Matter 3, Crafts 3, and Computers or Science 2 or Computers and Science 1
Whether it’s getting the chassis of your latest project just right, or making the right tool for the job from a nearby wall, or collecting all the nitrogen gas your assistant just released because they forgot to hook up the hose before turning the knob (again, for, like, the fourth time this month), the ability to shape matter to your will is an undeniably useful one. This Attainment allow the Spark to freely alter the shape of liquids, gasses, and even solids, with a Wits + Crafts - desired equipment bonus roll being required for particularly intricate shapes such as precision tools or parts. This Attainment emulates the Shaping spell with reach assigned to Instant casting and manipulation of solids.
Optional: Prime 3
While multi-use items are often preferred, single use items are both easier to craft and capable of storing the spells of other Mages. With an hour of preparation and a point of Mana, a Spark can prime an item to store spells within it for future release. The spell is automatically relinquished from the casting Mage’s control without additional cost. The target of the spell is whoever (or whatever) is touching the item, or the item itself. If the item is ingestible (i.e. food or drink), then it can be consumed; if the Spark also has Forces 2, then a kinetic trigger may be specified for releasing the spell; otherwise a point of mana must be spent to activate the item. This Attainment functions similarly to Spell Potion (if made to be consumed), Energize Object (if given a kinetic trigger), or Stored Spell (Signs of Sorcery pp 69-70) with reach assigned to Advanced Duration.
Fourth: Multitooldinous
Prerequisite: Matter 4, Crafts 4, Computers and Science 3.
Complex functions are what the Thaumatech Engineer wants, and this is one way for them to get it. The Spark can select a number of properties up to their Matter dots from various objects and superimpose them onto another object. Heat-based death rays, cell phones able to take detailed x-ray scans, death rays that let you call your mom while simultaneously burning your enemy to death and getting a detailed look at that tumor in their intestines, the possibilities are limited only by imagination and available items. This Attainment mimics the Wonderful Machine spell with reach assigned to Advanced Duration and Instant casting.
Optional: Prime 4
Thaumatech Engineers tend to make magical items, and the Consortium insists on proper relinquishment. This Attainment potentially eases that burden by allowing an exceptional success on Imbument rolls on 3 successes instead of 5, allowing the Mage to safely relinquish without expending Willpower dots.
Fifth: Supernal Engineering
Prerequisite: Matter 5, Crafts 4, Computers 4, and Science 4.
At this level of mastery the Thaumatech Engineer can retool and alter already created Supernal items. With a scene of work, and tools appropriate to the make of the item, the Thuamatech Engineer can reassign up to their Matter dots in spell factors and/or reach options on any Enhanced or persistent Imbued Item (but not Artifacts). Only one such reassignment can be performed per item, with any new work overwriting the old, and the alteration fade at a rate of one alteration per day; if fewer than the Thaumatech Engineer’s Matter dots in alterations were made the unused “alterations” fade first, providing a buffer before the desired changes revert.
If in a tight situation, where time is of the essence, a Thaumatech Engineer can instead make emergency alterations; instead of a scene of work the Thaumatech Engineer spends a single round and can use whatever tools are at hand to make the alterations, but the alterations only last for a number of rounds equal to the Thaumatech Engineer’s Matter dots and then the item ceases to function until the Thaumatech Engineer spends a full day, and Mana equal to the total dots of all spells altered, to repair the item.
Optional: Prime 5
At this level the Thaumatech Engineer has achieved true mastery of their craft. In addition to the alterations available above, the Thaumatech Engineer can change a number of spells up to their Prime dots in any Imbued Item (persistent or activated) to any other spell of the same Arcanum of equal or lower dot level. The Thaumatech Engineer does not have to have the Arcanum in question, and available reach is calculated based on the creator of the item’s Arcana at the time of creation. Conjunctional spells can be changed to a spell of either Arcana or both, but the effect cannot become that of a combined spell. Changes fade at a rate of one per day, with the buffer effect for unused changes as in the main Attainment. Emergency alterations instead last for a number of turns (if persistent) or uses (if activated) equal to the Thaumatech Engineer’s Prime dots.
Nicknames lifted from the Girl Genius webcomic.
Critiques and thoughts welcome and encouraged.
Updated June 23, 2019 to reflect Signs of Sorcery content.
Updated April 9, 2020 to fix wording.
Updated April 7, 2021 to add Theory section and change fifth Attainment/Alt Attainment per @ROMzombie's suggestion.
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