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Machinist

Machinists are part engineer, part hacker, and are among the most versatile beings in the world. They craft an armature or multiple armatures that they wear into battle with a variety of tools at their disposal. As a result veteran machinists tend to have a vehicle to carry spare parts, armatures, and armaments for various situations. The training structure for machinists varies greatly but more often then any other class within the world they tend to be self taught.

Machinists who are early in their careers are known an tinkerers. Looked at by their peers more as a child playing with toys, tinkerers have a lot to prove before their more experienced brethren will take them seriously. They are prone to push themselves to prove their skills which can often get them in over their heads. Tinkerers often challenge each other to net diving competitions. This is a habit they regularly engage in even after they've made a name for themselves. When machinists gain the favor of their peers they are considered an architect.

Architects have proven that they are capable of getting tasks accomplished. Their tech is known to be reliable, sometimes more so than they are. Machinists by nature are prone to distraction especially from technology or boredom. Some are as flighty on issues not involving technology as a tissarrid on issues not involving magic. The self taught nature of the machinists leads them to gain most of their experience through the Merc Line Network or the Brokery who assess their style and performance. As an architect moves up the ranks they get distinguished by their primary mastery type and gain job access that fit their speciality.

When they become a master machinist they take on the title of their mastery. Their job availablity tends to narrow at this point though the payout for these jobs is increased with a specialty bonus. Machinists of this caliber tend to keep multiple armatures at the ready for various situations. Machinists by nature love to challenge themselves and often sink a lot of their profits into crafting new tech and upgrades. Even those that own corporations do not often have a massive excess personal wealth.

Machinists are a technologically advanced class able to fill most party roles. They employ a wide array of weapons and gadgets to help them in many situations. Machinists use their armature's power reserves to perform their abilities which can hinder them if they do not properly design their armatures to handle the output. A drawback for a starting machinist however is they have to build all their tech which leaves them weaker to start than some other classes.

Requirements

Role: Based on Armature and Armaments

Species: Cojaro, Human, Vampire, Grufia, Habataki, Quiwong, Shaross, Tissarrid

Professions: Assassin, Law Enforcement, Mariner, Medic, Soldier, Thief

Suggested Attributes: Intelligence and Dexterity

Health: 4 + Constitution per CPB + Species Health

Starting Armor Proficient: Cloth and Armatures

Starting Weapon Proficient: Firearms and Armaments

Starting Skills: Choose two starting Technology Skills.

Starting Equipment

Base

Armor: Cloth

Weapon(s): Semi-Automatic Pistol

Equipment: Clothing 1 Day Ration, Backpack, Canteen, 5 Clips (pistol)

Tarryns: 1d20x10

Resources

Power Reserves or PR is the amount of energy the machinist's armature can use before it needs recharged. PR amount and regeneration is dependent on the number of power armaments the machinist's armature has equipped. Each armament action costs either 1 PR or a portion of ammunition and macro actions cost both from all armaments linked.

Abilities

Tech Expert, Passive Ability

The machinist gains a re-roll on their d20 on any technology based knowledge or crafting, taking the higher result.

Tinker, Crafting Ability

The machinist has the training to disassemble items into their base parts. They can use those parts in the creation of their tech.

Craftsman, Passive Ability

When the machinist is working with technology they are trained on, they gain +1d8 to their crafting and maintenance rolls.

Surge Protection, Passive Ability

Whenever the machinist's armature is hit with a lightning stun a random armament is shut down for the duration instead. This roll increase with each CPB from 1d4, 1d6, 1d8, 1d10, to 1d12 at CPB 5. If a stunned part is hit a second time the armature is stunned instead.

Armatures, Crafting Ability

The machinist crafts their armor with integrated technology. They have three base models of armatures, being framework, versatile, or defender models. Armature can hold 4 armaments at CPB 1 and that increases by 2 per CPB.

Framework Armature, is lightweight with just enough of the structure to support the armaments it houses. Framework armatures have no soak rate but can be worn over or under cloth and leather armor types. They cost no energy for movement as they work off of the movements of the wearer. These armatures are restricted from using heavyweight armaments.

Versatile Armature, combines the power conservation of the framework armature with the durability of the defender armature. A versatile armature has a soak rate of 4 and is snug to the body, preventing other armors from being worn. Movement in a versatile armature is assisted by the armature and uses 1 PR every 10 minutes. These armatures can have one heavyweight armament on them.

Defender Armature, is the most durable of the base armatures the machinist can build. A defender armature has a thickened hull, giving it an 8 soak rate and can be built to wear framework or versatile armatures underneath. Movement in defender armature requires 2 PR every 10 minutes. These armatures have no armament restrictions.

Armaments, Crafting Ability

The machinist crafts tech based tools and weapons that run on the power of their armatures. Each armament can have an upgrade per CPB but only one action can be used per armament per action. Some armaments may take up two spots in the armature, such as a laser mount that has a linked power supply, separated from the armature's main power supply. Each armament that is not designated for power uses a PR per 10' minutes while active in standby. Armaments that are not in standby at the start of combat, take an action to switch them to standby for use. All armaments in standby reduce the maximum PR by 1.

Power Armaments, are used to store or generate power for their armature. The power armament can have a upgrade per CPB. Each store upgrade increases the armature's maximum PR by 5 while each generate upgrade replenishes the PR by 1 per use. Power armaments can be for the armature as a whole or specifically link to an armament as its power source.

Weapon Armaments, are the primary sources of damage for their armature. Weapon armaments may be wholly crafted the machinist or retrofitted out of other weapons they have come by. They may be attached or detached from the armature. All weapon armaments have a damage roll, damage type, range, and may have an ammo type to begin with. Each upgrade gives the armament an additional damage type, action, or affix. Upgrades cost a PR to use while the weapons base action works on standby and ammo. Weapon Armaments have piercing, slashing, or bludgeoning damage types available to craft for all machinists.

Skill Armaments, allow machinists to modify their armature so they can use their known skills from within it. These are often in the form of databases or scanners. Whenever the machinist has a minute to study a scenario they can apply an additional 1d8 to the check for a PR.

Link Armaments, allow the machinist to create a wireless connection to a paired device or hack at range. Each upgrade connects an additional device or programming action to be used by your armament. Devices working on standby and their own power sources while programming actions can cost various PR to use.

Ammunition Armaments, allow the machinist to connect an armament to a store of physical ammo or a dedicated power armament. Physical ammo gives an additional source of 10 ammo per upgrade, the damage types can vary per each group. Physical ammo is added to armatures.

Programming, Crafting Ability

When making their tech, machinists write in programming that allows the to link actions into macros or hacking. Programming allows them control technology in portable drives, nanites, and through wireless connections with link armaments.

Hacking, allows them to alter the programming of electronics or machinery. Machinists can change the programming of technology to disable, destroy, control, change task, etc.

Macros, allows the machinist to link multiple actions into one. Each linked action uses a different armament and costs 1 PR. Macros can be used once a round and require all armaments used in the macro to be on standby.

Reroute, Instant Ability

The machinist can disable an armament to returns PR equal to their CPB to the armature. If using an armature within an armature to control it, they can transfer power between the two. An armament that is disabled with reroute is out of order for 1d4 rounds and any macro functions are lost during that time while still costing the normal power consumption.

Machinist Mastery

The machinist learns a series of tech upgrades they can craft in their armatures and

armaments. Each CPB gives them three upgrades they can craft into their tech. Their upgrades give them a lot of variety from machinist to machinist.

Additional Damage Type, Crafting Ability or Weapon Armament Upgrade

The machinist can craft armaments that deal an additional damage type as their primary damage or as an upgrade option that deals +1d8 of a damage type. The additional damage type can be energy, sonic, lightning, ice, fire, or acid. Additional damage type can be taken multiple times to learn additional types. Energy, sonic, and lightning attacks cost 1 PR while ice, fire, and acid cost 1 ammo per attack.

Pushing, Weapon Armament Upgrade

The machinist can apply an upgrade to their armament that deals weapon damage and pushes a target away 1d8'.

Goading, Weapon Armament Upgrade

The machinist can apply an upgrade to their armament that deals weapon damage and infuriate the target by 1d8.

Cleaving, Link Armament Upgrade

The machinist can write a macro that allows each armaments of a macro to strike different targets in a frontal cone.

Wrathful, Weapon Armament Upgrade

The machinist can apply an upgrade to an armament that deals weapon damage +1d8.

Targeting, Skill Armament Upgrade

The machinist can apply the 1d8 study bonus to their attacker roll when combined into a macro.

Prone, Pushing Upgrade

Whenever the machinist deals a critical pushing attack, they can knock the target prone.

Vengeance, Skill Armament Upgrade

The machinist can mark a target with an action that allows them to attack the target whenever they strike an ally of the machinist.

Mark, Weapon Armament Upgrade

The machinist can mark a target as a primary target for their allies. Marking a target deals weapon damage and reduces their defender roll by 1d8 for their allies.

Dash Booster, Ground Movement Armament

The machinist can craft a movement armament to charge two movement ranges away.

Leap, Ground or Flight Movement Armament Upgrade

The machinist can add an upgrade that allows them to leap through the air to up to two movement ranges away.

Flight, Flight Movement Armament

The machinist can craft a movement armament to fly up to two movement ranges away.

Burst Flight, Flight Movement Armament Upgrade

The machinist can add an upgrade that doubles their flight range.

Hover, Ground or Flight Movement Armament Upgrade

The machinist can add an upgrade that allows their armature to hover one movement range.

Defibrillator, Link Armament Upgrade

The machinist can macro a lightning damage to the medical skill to resurrect a target at 1 hp.

External Armaments, Crafting Ability

The machinist is able to craft armaments that are disconnected from their armature.

Intervene, Ground or Flight Movement Upgrade

The machinist is able to upgrade their movement armament to make a movement up to their armament's maximum distance as a reaction to take an attack for an ally. Intervene can be placed on an armament multiple times for extra uses per round.

Resistance Armature, Crafting Ability

The machinist is able to craft their armature to reduce damage taken from a known damage type by half. Resistance armatures can resist a damage type per CPB.

Drones, Crafting Ability

The machinist can craft drones that can be used with a link armament for various purposes. Drones have a power armament and a generic armament that can have any combination of known upgrades equal to the machinist's CPB. In combat drones take an action an a link upgrade per command. The command will be repeated once per turn until changed.

Remote Sentry, Drone Crafting Upgrade

The machinist can craft an armature that is controlled by a drone.

Smart Targeting, Drone Crafting Upgrade

The machinist's drones automatically swap targets to the closest marked target when their current target is defeated. Requires the Mark mastery.

Sprayer, Weapon Armament Upgrade

The machinist can craft an upgrade to a weapon that deals acid, fire, or ice that allows it to attack a 10' frontal cone for 3 ammo.

Strafe, Movement Upgrade

The machinist upgrades their movement armament to reduce the moving attack penalty by their CPB.

 

Master Control, Link Armament Upgrade

The machinist can upgrade their link armament that allows them to apply tech expert to their hacking rolls. Can only be used once per target and is negated if the target also has master control.

Reboot, Link Armament Upgrade

The machinist can upgrade their link armament to reduce their surge protection stun by 1d4 actions. Link armaments can have multiple reboots applied to it but each use takes an action.

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