Engineer of Chaos is every TTRPG fan’s favorite: yep, it’s a Chaos Table! The Accident Table’s features were designed to be comparable power-wise with the Troubadour Bard’s songs, envisioning ~3 triggers per long rest. Obviously, they’re a lot more volatile though, and there’s a few that are bad (but not *so* bad), like being teleported away for the rest of the fight or turning into a hamster. I wasn’t bashful and added a few effects that might raise a GM’s eyebrows, like goblin cheerleaders that demand money and dead adversaries giving tragic monologues. I wanted to provide the ridiculous table moments and sense of wacky experiments you’d expect from this concept.
Engineer of Perfection is the thematic opposite of the Engineer of Chaos, making it easy for any character to choose a subclass. Engineer of Perfection is designed around the concept of dependability, with simple but thinky benefits that improve their accuracy, interact with experiences, and reward positioning. The ability to apply experiences *after* you roll has a subtle but profound change on how it feels to play the game; you can make your rolls with much more confidence.
ACCIDENT TABLE:
[d4,d6 | Name: Effect]
1,1 Divine Light: You and all allies within Close range of you gain a Hope.
1,2 Floral Aroma: You and all allies within Close range of you clear a Stress.
1,3 Poisonous Burst: The adversary that damaged you becomes temporarily Vulnerable.
1,4 Shadowblink: You and each ally in Close range can choose to move to a spot within Far range and become Cloaked.
1,5 A Single Horseshoe: Remove a Fear from the Fear pool.
1,6 Sudden Muscle: Choose an ally. The next attack they make has +2 to its attack roll and +3 to its damage roll.
2,1 Lashing Chains: The adversary that damaged you becomes temporarily Restrained.
2,2 Skin of Wood: Temporarily reduce all damage you and your allies take by an amount equal to your proficiency.
2,3 Din of Cicadas: All adversaries within Far range mark a Stress.
2,4 Fire Eruption: Deal d10 magic damage using your proficiency to all adversaries within Close range.
2,5 Gentle Faeries. You and all allies within Close range of you clear 1 Hit Point.
2,6 Red Thread. Choose an ally. You immediately make a Tag Team roll with that ally, without spending Hope. This doesn’t count toward the Once per Session limit on initiating tag team rolls.
3,1 Wings. You temporarily gain the gift of flight, and are strong enough to carry one ally while flying.
3,2 Iron Skin. Until danger passes, you are immune to physical damage.
3,3 Holiday. You are teleported to the most relaxing place you can think of. You return once danger has passed, and gain 3 Hope.
3,4 Badass Weapon. You gain 3 Slayer Die, each a d6. When making an attack or damage roll, you can roll any number of Slayer Die and add them to the result.
3,5 Missile. Mark 1d4 HP on an adversary within Far range. If they’re resistant to physical damage, they mark half as many HP.
3,6 Beast Within. You and all allies within Close range gain the claws and fangs of a predator, increasing your Evasion by 1 and increasing all of your damage dice to d12s.
4,1 Covered in Bees. Choose an adversary within Far range and roll a d6. They mark that much Stress.
4,2 Conscious Swap. You and a willing player temporarily trade characters and each clear 2 Stress.
4,3 Goblin Cheer Squad. You and each ally roll a d6, which can be added to your next action roll, or used to clear that much Stress. When danger passes, the Goblins demand payment.
4,4 Curtain Call. Roll your weapon’s damage against an adversary. If this marks their last HP, they deliver a biographical monologue about their unfortunate life and death.
4,5 Hamsterfication. You temporarily turn into a tiny fluffy creature incapable of dealing damage. You can freely run around on adversaries: while you do, that adversary is Vulnerable.
4,6 Revival. Somewhere, a person of the GM’s choosing is brought back to life. Once this effect has been activated, rolling this effect again makes them die again.