top of page

Engineers are highly dedicated and highly skilled builders and forge masters. Engineers are called upon to construct anything from portable devices to space stations. They prefer large scale projects, but aren’t above creating something more personal. Not everyone can become an engineer, as the training is arduous and time consuming, and new technology is always being developed so even the most skilled engineer needs to keep up. Young prospective engineers normally start off as researchers or mechanics, learning their way around the inner workings of the buildings and machines that they hope to work on. Few make it to the level of engineer, finding that a mechanic better suits them. The limited number of engineers make them highly sought after individuals, capable of negotiating top salaries wherever they go. Engineers normally serve in leadership roles, like project managers, foremen, or chief architects, but they can also serve as consultants or on teams. They are generally loners, wanting to spend more time with creatures made of wire and metal than skin and bone, but that doesn’t mean that they are all anti-social. It takes a lot of work to be good and they just don’t have time to waste.

Starting Equipment

Proficiencies

  • Engineer’s Toolkit (1)
     

  • TUIL (1)

​​

  • Common Credits: 10D100+5D6+(Character Level)D8

​

  • Quantum Credits: (Character Level)D6

  • Skills: Physics and one additional: Astronomy, Perception, Investigation or Programming

​​

  • Kits: Engineer's Toolkit

​​

  • Armor: Light, Energy

​​

  • Weapons: N/A

Honing Skills

Ability Score Improvement (ASI)

Engineers work on projects that must be done perfectly, or lives could be lost. They take the time to master their skills before they could put them to use. When you reach 3rd level, you can gain expertise in a skill in which you are proficient. When you reach 8th level, and again at 16th level, you can gain proficiency in a new skill, or expertise in a skill in which you are proficient.

When you reach 3rd level, and again at 6th level, 9th level, 15th level, and 20th level, you can increase one ability score by 1.

Experience With Kits

Specialty Points

When you reach 8th level, 12th level, and 18th level, you can gain proficiency in a kit or expertise in a kit you are already proficient.

All engineers have specialty points, which they use to determine how many times they can perform certain actions, such as building or forging. Engineer specialty points are primarily based on your Intelligence score.

Builder

Axon Self.png

Engineers that are builders are skilled at creating any sized object or physical structure. They have studied architecture, interior design, carpentry, masonry, and metalworking. A builder is responsible for the construction and repair of wood, concrete, stone, or metal objects and structures.

Forge Master

Stampede 2.0.png

Every mech or large machine has a reactor that can be converted to a usable forge to create or fortify objects, such as weapons and armor, so long that it contains metal and contains no wood. Engineers who know how to use a reactor for this purpose are known as forge masters. They spend most of their time understanding the reactors and how to maximize their output.

Specialties

Blacksmith

At 1st level, you can create any small, nonmagical item worth no more than 100cc. These items can not generate any type of energy on their own. It takes you 6 hours to create one item per specialty point. Small objects are items that can generally fit in one hand (or equivalent) of a medium creature or larger and weigh no more than 10 pounds. The time reduces by an hour every two levels until the 9th level (5 hours at 3rd level, 4 hours at 5th, 3 hours at 7th, 2 hours at 9th).

​

Specialty Points = Intelligence Score

Drafter

At 2nd level, you expend a specialty point to gain an advantage on all Investigation checks on any one object or physical structure, regardless of who made them. You can also know where to find blueprints of a specific building or structure in order to learn the details of its construction. This includes machines, such as mechs. Such blueprints might provide knowledge of entry points or secret spaces. Your access to such information isn’t unlimited.

​

Specialty Points = Intelligence Score

Code Enforcer

At 3rd level, as an action you can instantly identify the physical flaws, structural weaknesses, or defects in any machine or physical structure. You can also determine if it meets the required specs for the desired use. You must use a specialty point for each structure or machine.

​

Specialty Points = Intelligence Score

Structural Engineer

At 5th level, with a specialty point and with the engineer's toolkit, you can repair any machine. It will regain 1D6 + your Intelligence score in hull points with each hour worth of work. At 9th level, you can spend two specialty points so that the machine can regain 1D10 + your Intelligence score with each hour worth of work. At 11th level, you can expend three specialty points so that the machine can regain 2D6 + your Intelligence score with each hour worth of work. At 19th level, you can expend four specialty points so that the machine can regain 2D10 + your Intelligence score with each hour worth of work.

​

Specialty Points = Intelligence Score

Mechanical Engineer

At 6th level, with your engineer’s toolkit, three specialty points, and 6 hours, you can build either a guardian droid or a battle droid. Both are machines that are the equivalent to a medium-sized creature and built to defend you and your allies (guardian) or engage enemies (battle). They are loyal to you, obeying only your commands, and friendly to your allies. You determine their appearance and whether they have two or four legs. Their base movement speed is 30 feet. In order to get their maximum HP, roll the number of D8s equal to half of your Intelligence score for guardian droid, and the number of D6s equal to half  of your Intelligence score for battle droid.

​

At 9th level, you can build them with wings or fins, allowing them to either fly or swim. Their movement remains the same. At 12th level, it takes you 3 hours to construct a droid and the base speed increases to 40 feet.

 

In combat, the droids share your initiative count, but they take their turn immediately after yours. They can move and take an opportunity on their own. Among their own actions, they can thrust, assist, hide, or search. The guardian droid is preprogrammed with Sentinel Drive and the battle droid is preprogrammed with Short Circuit. The droids can use these programs once per turn.

​

You are able to repair them with an engineer’s toolkit, and they will regain 2D4 + your Intelligence score in hull points, 2D6 + your Intelligence score in hull points at 9th level, and 2D8 + your Intelligence score in hull points at 12th level. You can do this once per short rest.

 

After you've taken a long rest you can create a new droid as described above. If you have already built a droid, the first one immediately perishes. You are able to have two at 15th level. You can destroy the droids at any time as a secondary action.

​

Your droids are large enough to mount, both in combat and out. While mounted, the droids will take half the damage against you. The droids can not take psychic, poison, or radiation damage. They are resistant to cold and fire damage.

​

See the character sheet for droid stats.

​

Specialty Points = Intelligence Score

Aerospace Engineer

At 10th level, and while operating a mech, you can enhance your mech’s engines. Add +1 to Engines score. At 18th level, add an additional +1 to Engines score.

Chief Architect

At 20th level, increase your Intelligence score by 2, to a maximum of 10. All specialties take only half the time to complete.

Radiation Specialist

At 2nd level, you can choose to expend a specialty point to deal an extra 1D4 radiation damage with every energy melee weapon engagement. You can expend an additional specialty point (2) in order to gain an additional 1D4 at 6th level (2D4). Three specialty points are needed at 12th level to gain an additional 1D4 (3D4). You must choose to use this feature before you roll to engage.

​

At 4th level, you gain resistance to radiation damage and, with a medicine toolkit, you can also use an action to heal one creature from radiation sickness. You would need a long rest before you can perform this action again.

 

Specialty Points = Intelligence Score

Armorer

At 5th level, you can use 6 hours to enhance one conventional melee weapon or armor that has metal and no wood. The weapon gains a +1 bonus to damage rolls, and the armor gains +10 to AP, both for 12 hours. You expend two specialty points for each item you enhance. These bonuses increase to +2 and +20 at 11th level, and +3 and +30 at 18th level.

​

At 5th level, you are able to restore the armor points of any armor that requires the skill of an armorer. For one specialty points, you can restore AP at a rate of 1D6 AP for an hour of work.

​

Specialty Points = Intelligence Score

Artillerist

At 8th level, you can increase the reactor’s energy in your mech’s engagements. On a successful hit, your mech’s energy weapons make an additional 1D8 fire damage and 1D8 radiation damage. At 12th level, your mech’s energy weapons make additional 1D8 (2D8) fire damage and 1D8 (2D8) radiation damage. You must use three specialty points before the damage roll.

​

Specialty Points = Intelligence Score

Efficiency Expert

At 9th level, any mech you operate gets an additional +1 to its Reactor score, and then an additional +1 at 19th level.

Physicist

At 15th level, you can expend three specialty points to use the reactor to boost the range of all mech energy ranged weapon engagements. When engaging with a mech energy ranged weapon, your reach is doubled. You are able to add an additional 1D10 to the damage roll. Your target must make a Hull check against your Reactor CR. On a fail, the target is pushed back 15 hexes and knocked down. On a success, the target is pushed back but is not knocked down. You must have at least 2RP in order to perform this activity. You must be operating from within the mech at the time of the engagement.

​

You can use the reactor to boost energy armor, adding an additional +25 to AP for 1 minute of time. You can only do this once between shut downs. You do not need to take a rest. You do not need specialty points. You must have at least 1 RP.

​

Specialty Points = Intelligence Score

Chief Engineer

At 20th level, any mech you operate only needs to reboot in order to gain the benefits of a shutdown.

ENGINEER

bottom of page