Goals:
1. Lead an [[Endeavor]] to craft or repair a superweapon.
2. Figure out who the underdogs are, and funnel them arms and materiel.
3. Find an interesting, exciting way to use whatever is in the temple.
You are Engineer Williams, the "Maker of Tyrant-Killing Machines." Your home, [[Guthrie Hall]] is famed for its artists and its cultural movements. Songs, stories, paintings, your people have spread their beliefs across every known medium, and several yet to be widely discovered. Of course, a planet full of subversive artists is the kind of place which tends to attract powerful enemies. While you spend more of your time among the artists of your world than the soldiers, it is your work which has so often allowed those soldiers to turn back invasion. Whether it's repairing ancient warships, crafting suitcase sized superweapons, or mass-producing electric guitars, your workshop turns out the instruments of liberty.
There is more to you, though, than a manufacturer of mayhem. You've been an Engineer for nearly eighty thousand galactic years, a span which is remarkable by the standards of the galaxy, though not unheard of among your people. What is unusual even among Hallians, however, is your motivation. The reason you've learned to work on everything from a reed instrument to a [[Blade-of-Firmament]] is not any particular interest in duty or liberty, but an obsession with novelty. The chance to do something you've never done, to work on something you've never seen, is all that gets you out of bed most days.
You've come to the [[Council of Chains]] because your Governor says there's some kind of superweapon from the dawn of time inside. You're vaguely aware this is some kind of important political event, and you're happy to do your job in providing supplies to those engaged in holy rebellion, but your real excitement is reserved for all the new Holdings you'll get to meet and the strange technology they might bring. That, and the chance to put your hands on whatever is inside the temple. You don't know what will happen, but you're eager to find out.
## Asset: [[Shop Gear]]
As an engineer, you always have the tools for the job. True, "the job" can be drawn from a breathtaking array of options, but that only makes it more important to be prepared. You can repair any broken item, given a few minutes time. Also, any time you participate in an [[Endeavor]], you may fulfill up to two resource requirements (Raw, Refined, or Fuel) without expenditure.
## Lien: [[Nobody Has Seven PhDs]]
Being a Holding Engineer is an impossible, thankless job. Not only are you expected to fix every device as soon as it breaks, if not before, but you're also expected to be conversant in a dozen wildly different technical disciplines and an expert in at least half as many. It's ridiculous. Any time you're asked a question you can't answer perfectly, you feel the need to give a long, detailed rant, regardless of convenience or interest.