Sunday, November 27, 2016

Star Wars Shiz: The Tech Specialist

 

Characteristics: They have the best all-around technical abilities. They might be a doctor, a xenobiologist, a starship mechanic, a weaponsmith, a computer programmer (or slicer), or even a droid engineer. As they gain experience their technical abilities grow, allowing them to become masters at their craft.  

 

Adventures: Most tech specialists start out in decidedly unheroic careers, training to reach the top of their field. They may get placed on a task for by the company they work for, or maybe they meet a group of adventures who needs a specialists touch. Most will only be comfortable if there is a lab aboard the vessel they’re traveling in, but will make do with the space they have.

 

Game Stats

 

HP: Tech Specialists gain 1d6 HP/Level

 

Saves: Tech specialists gain +2 on saves vs electrical effects (such as discharges from terminals, droids, etc. This also applies to any force effects).

 

Skills: Tech specialists gain +2 on all repair and crafting attempts.

 

Weapon/Armor Proficiencies: Some Tech Specialists have seen combat due to their chosen field of expertise. As such they can use blaster pistols, and all simple weapons. They are known to wear light armor, but avoid the more restrictive sets.

 

 

Starting Credits: 1d4 x 100 credits

 

Level

BHB

SV

SK

1

+0

15

14

2

+1

14

13

3

+1

13

12

4

+2

12

11

5

+2

11

10

6

+3

10

9

7

+3

9

8

8

+4

8

7

9

+4

7

6

10

+5

6

6

 

 

Class Features

 

Jury-Rig: In a pinch, Tech Specialists can temporarily fix damaged or broken items. If they have the necessary tools/parts the repairs are successful. It’s up to the GM the final effects, but the repairs should only be temporary. Use the below table as a guide.

Subject

Repaired

Duration

Weaponry

1d3+1/level attacks

End of encounter, or scene. Or until the number of attacks repaired expire.

Starship

2d6+2/Level HP OR 1 system (life support, thrusters, etc.)

1d6+1/Level rounds. At the end of this time, the ship takes the amount damaged repaired. If a system was repaired, it breaks at the end of the duration.

Droid

1d6/Level HP

1d6+1/Level rounds. At the end of this time, the droid takes the amount damaged repaired.

 

Once the duration is over, the subject breaks/falls apart/takes damage/etc. The Tech Specialists must take time to make lasting repairs (see below) before another jury-rig can be attempted. 

 

Repairs: If the tech specialist has the time, tools, and parts required they can fix almost anything. Making repairs in this sense can be expensive, and very time consuming. Again, it’s up to the GM on the particulars, but you can use this table as a guide.

 

Subject

Time to repair

Cost

Jammed Blaster, Corrupted Datapad, Malfunctioning Holoprojector, etc.

Up to 1 full day

Up to half the subject’s cost.

Droid processors, Turret AI, etc.

Up to 1d3 days

1/5 the entire subject’s cost.

Busted Hyperdrive, Breached/Cracked Hull, Damaged/Missing Maneuvering flaps, etc.

1 full week, minimum.

1/3 the entire subject’s cost. In the case of starship repairs, it would be for the entire starship, not just the repaired part.

 

While repairing items, the Tech Specialist cannot take part in other activities. The cost includes locating/buying the required parts. If the Tech Specialists has a stock pile of spare parts, which most tend to accumulate over the course of adventuring, the price could be lower. Prices vary per system as well.

 

Research: Tech Specialists add their level to any skill checks made to research technical information.

 

Specialty: At 1st, level the Tech Specialist chooses a specialty from the list below (feel free to create more if needed!).

 

Computer Scientists: The Tech Specialists can easily hack most computer systems.

Basic Security: 1 round

Moderate Security: 2d3 rounds

Advanced/Military Security: Up to 1 hour.

 

Master Crafter: The Tech Specialists can create items of exceptional quality. They items usually impart a bonus when used (attack, AC, skill, etc.).

 

Item

Crafting Time

Cost

Simple Weapons

1 full day

1.5x cost

Advanced Weapons

1d3 days

3x cost

Armor

1d3 days

2x cost

Starship Components

1 full week

1.5x cost

 

 

Mechanic: The Tech Specialist’s repairs last longer, and don’t take as long to make.

Jury-Rigs last twice as long, and repairs take half as long to make.

 

Medic: When the Tech Specialist uses a medpac to heal another organic lifeform, it restores 1d6 HP/level of the tech specialist.

 

Droid Engineer: When using a repair kit to “heal” a droid, they gain back 1d6 HP/Level of the tech specialist. 

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