The platoon's transport has broken down. The radio is not working. Two of the soldiers' rifles have jammed. The enemy is closing in. Who is going to fix everything in time? This is when the Engineer steps in. Engineers are tech specialists who focus their energy on making repairs in the field and keeping the group's hardware running until they make it back to base.
The Engineer can roll the Identification skill whenever they are presented with a device and they want to know what it is, or how it works. To do this they roll a dice pool equal to their Intelligence + Identification skill. The difficulty is equal to the device's Rarity:
|
Rarity |
Difficulty |
Required Hits |
|
Common |
Easy |
1 |
|
Uncommon |
Intermediate |
2 |
|
Rare |
Challenging |
3 |
|
Very Rare |
Hard |
4 |
|
Legendary |
Legendary |
8 |
The Engineer gains 1 Hit Point per level.
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Class Level |
Class Features for Level |
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0 |
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1 |
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2 |
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3 |
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4 |
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5 |
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6 |
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7 |
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8 |
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9 |
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10 |
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11 |
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12 |
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13 |
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14 |
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15 |
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16 |
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17 |
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18 |
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19 |
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20 |
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The Engineer creates, modifies and repairs high-tech devices. They are familiar with one or more Engineering Specializations, which add dice for rolls of that type. Each Custom Modification grants the Engineer or their allies bonus dice or other advantages, but they are rather fragile and need to be repaired more often.
When an Engineer Disassembles a device, they split it into 2 distinct sets, the Power Supply, and the Specific Parts. These Specific Parts will have different Types, Rarities and Tech Levels, which affects what devices the Engineer can create with them. Specific Parts can also be purchased separately on the open (or black) market.
The amount of time it takes to disassemble a Device is based on its size category:
|
Size Category |
Engineer Disassemble or Build Time |
Master Engineer Disassemble or Assemble Time |
|
Fine* |
10 minutes* |
2 Turns* |
|
Diminutive |
10 minutes |
2 Turns |
|
Tiny |
5 minutes |
1 Turn |
|
Small |
10 minutes |
2 Turns |
|
Medium |
20 minutes |
4 Turns |
|
Large |
1 hour |
10 minutes |
|
Huge |
2 hours |
20 minutes |
|
Gargantuan |
4 hours |
40 minutes |
|
Colossal* |
1 day* |
2 hours* |
*Devices this small or large can only be disassembled with specialized machinery.
Repairing a device takes roughly 2x the time listed for the size category, as the Engineer has to at least partially Disassemble, repair, and then (Re)Assemble the device.
The Engineer rolls their Intelligence + Mechanics against a difficulty which is based on the Rarity of the Device along with its Complexity. The Engineer must get at least the same number of Hits as the Difficulty number to create the Device.
Note that this is to create a Custom Device. If the Engineer has blueprints for a well understood device, that can half the difficulty.
|
Rarity |
Simple |
Medium |
Complex |
|
Common |
1 |
2 |
3 |
|
Uncommon |
2 |
3 |
4 |
|
Rare |
8 |
4 |
5 |
|
Very Rare |
4 |
5 |
6 |
If the Engineer does not have the luxury of unlimited time and power, then creating the device falls under the Adventure System's Engineering Challenge system. The Engineer must roll the challenge die and complete the tasks as they see fit to construct a stable device that won't explode.
|
Size |
Explosion Damage Modifier |
Explosion Size |
|
Miniscule |
1/4 |
Holder Only |
|
Tiny |
1/2 |
1 Square |
|
Small |
1 |
1 Splash |
|
Medium |
2 |
2 Splash |
|
Large |
4 |
4 Splash |
|
Huge |
8 |
8 Splash |
|
Gargantuan |
16 |
16 Splash |
|
Colossal |
32 |
32 Splash |
As an Extended Action (10 minutes), the Engineer can modify an existing Device. This will be a tradeoff, where the Device becomes heavier or more bulky in exchange for extra features, although the opposite can be true as well, as an Engineer can slim down a bulky device by reducing features. The Engineer learns 1 Device Mod when they gain this ability, and can learn more from leveling and the Talent Tree. The Engineer rolls against the base Creation Difficulty of the Device (See Custom Device Creation Difficulty above).
The rarity of the additional parts used indicates the dice bonuses that the device gets:
|
Device Parts Rarity |
Device Dice |
|
Common |
0 |
|
Uncommon |
1 |
|
Rare |
2 |
|
Very Rare |
3 |
An Engineering Specialization act as Specialty Skills which grant additional dice when the Engineer is working specifically on that type of Device. Each time the Engineer gains an Engineering Specialization they must decide which area to specialize in. This grants them a +1 Skill Die for Creation, Modification and Repair of Devices of that type. An Engineer can take the same Engineering Specialization up to 5 times.
Custom Devices and Modified Devices are more Fragile than those built and assembled with machinery or Droids specifically built for that purpose. This means that whenever a character rolls a Botch (no successes) when using the device, the Custom Device or Modified Device will break and require repair.
In addition, these Custom and Modified Devices require resources during Downtime. In between adventures the Engineer must consume 1 set of Parts equal to 1 Rarity Level lower (in the case of Common, 2 sets of Parts) to keep the Custom or Modified Device working. For in-game time reckoning purposes this would be about once a month.
When an Engineer creates a custom weapon (i.e. not from blueprints), that weapon's proficiency is treated as Exotic. This means that each custom weapon has its own specific Weapon Proficiency, without it the user can roll only the weapon's damage as their attack.
These Engineering Specializations allow the Engineer to add extra skill dice for fixing, modifying and creating devices of that specific type.
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