Mechanic
Mechanic_by_salamandros.jpg

No mechanic has anything of fantasy about them. They often can be seen hauling a huge backpack of loose parts, like some technological Johnny Appleseed. He has more tools hanging off him than the soldier has guns…or fingers.

A mechanic is the best class as they keep the technology in the groups care running. Without the mechanic, the group's advantage would break down, leaving them to the prey of the world of magic.

Role: The mechanic is not one for combat. He usually finds value during and after engagements, quickly repairing technology in the face of EDF. The more advanced the group, the more a mechanic is needed. When the group requires his presence every day, he becomes the most needed member, more so than even the medic. Wounds heal on their own in time, but technology continues to fail.

GAME RULE INFORMATION

Abilities: Like the medic, the mechanic must rely on his brains almost all the time. Gut instinct is useful to. Both Intelligence and Wisdom are needed in high supply, with the former a much greater priority.
Alignment: Any
Hit Die: d6

CLASS SKILLS

Appraise (Int), Computer Use (Int), Craft (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Knowledge (all) (Int), Perception (Wis), Profession (Wis), Survival (Wis)

Skill Points at 1st Level: (8 + Int modifier) x4
Skill Points at Each Additional Level: 8 + Int modifier.

Level Base Attack Fortitude Ref Save Will Save Special Bonus Defense
1st +0 +0 +0 +2 Weapon and Armor Proficiencies, Specialized, Widget Bag +1
2nd +1 +0 +0 +3 Adept Mechanic +1
3rd +2 +1 +1 +3 Overdrive, Quick Repairs +2
4th +3 +1 +1 +4 Superior Mastercraft +2
5th +3 +1 +1 +4 Adept Mechanic +3
6th +4 +2 +2 +5 Quick Repairs (Battery) +3
7th +5 +2 +2 +5 +4
8th +6/+1 +2 +2 +6 +4
9th +6/+1 +3 +3 +6 Superior Mastercraft +5
10th +7/+2 +3 +3 +7 +5
11th +8/+3 +3 +3 +7 +6
12th +9/+4 +4 +4 +8 +6
13th +9/+4 +4 +4 +8 +7
14th +10/+5 +4 +4 +9 Superior Mastercraft +7
15th +11/+6/+1 +5 +5 +9 +8
16th +12/+7/+2 +5 +5 +10 +8
17th +12/+7/+2 +5 +5 +10 +9
18th +13/+8/+3 +6 +6 +11 +9
19th +14/+9/+4 +6 +6 +11 +10
20th +15/+10/+5 +6 +6 +12 +10

CLASS FEATURES

Weapon and Armor Proficiencies: The mechanic is proficient with light and medium armor. He also receives the Personal Firearms Proficiency feat.

Specialized: At 1st level, the mechanic chooses one of his class skills and gains a +2 bonus to that skill.

Widget Bag: The mechanic at 1st level always keeps pieces handy for on-site repairs. At 1st level, he keeps on hand enough parts for 500 UC worth of repairs. These parts cannot be sold or traded. They are as useless to others as spell components. The bag weighs 5 lbs. They cannot be disrupted and work with any parts the mechanic attempts to repair. He can increase the size of his widget bag later by investing in more widgets. Every 500 UC adds another 1 lb. Once invested, the mechanic does not get this value back. When he scavenges technology, the DM may award a certain value in UC of additional widgets.

Adept Mechanic: The mechanic's penalty to repair or modify any technology from a foreign bastion is reduced by 2. At 5th level, this is reduced by another 2, (a reduction of 4).

Overdrive: The mechanic of 3rd level may attempt to temporarily overdrive a battery-operated weapon or device, offering it a quick boost at the sacrifice of its operational lifespan. The mechanic makes the appropriate Craft check(whichever is appropriate for the device in question), the mechanic can temporarily improve its performance at the risk of causing the machine to need repairs later. The DC for the Craft check depends on the type of improvement being made, as shown on the table below.

The mechanic performs the modifications in 10 minutes per 5 DC (30 DC = 1 hour). The mechanic cannot take 10 or take 20 on this check right away. At 10th level, he can take 10 at 20th level, he can take 20. If the check succeeds, the effect of the improvement lasts for a number of minutes equal to his mechanic class level, beginning when the object is first put into use. The mechanic selects the single improvement he wants to make before making the check. After the duration of the effect ends, the machine reverts to its previous state and a repair chance percentile roll is made. The result of this roll indicates whether the machine requires repairs before it can be used again. The Craft DC to repair the item later is the same as the DC to modify it.

Improvement* Craft DC Repair Chance (d%)
Ranged Weapons
+1 to damage 15 01–25
+2 to damage 20 01–50
+3 to damage 25 01–75
+4 to damage 30 01-100*
+5 ft. to range increment 15 01–25
+10 ft. to range increment 25 01–50
+20 ft to range increment 30 01-75
Electronic Devices
+1 equipment bonus 15 01–25
+2 equipment bonus 20 01–50
+3 equipment bonus 25 01–75
Vehicles
+1 on initiative checks 20 01–25
+1 to maneuver 25 01–50
+2 to maneuver 30 01–75
Power Armor
+2 to strength 25 01–50
+4 to strength 30 01-75
+6 to strength 35 01-100*
+1 to max Dex bonus 20 01-25
+2 to max Dex bonus 25 01-50
+3 to max Dex bonus 30 01-75
+4 to max Dex bonus 35 01-100*
* All bonuses are considered techan bonuses.
* * Not including modifiers for foreign or new technology
* * * 100 indicates the item WILL break down after the time expires.

Quick Repairs: In the heat of combat, a mechanic of 3rd level can enact quick repairs on a disrupted piece of technology (he pulls out the blown resister and jams in a coin). If the mechanic attempts to force the item to work, he must make the appropriate craft check. The DC is 20 +2 for each tech level of the item. If he succeeds, the item functions as normal. This roll can only free up minor jammed or major jammed technology and cannot recover lost battery charges. This process takes 1 full round action. Major Jammed items increase the DC by 5.

If a success, the item functions and is rendered immune to further EDF for 3d4 rounds. Only items jammed can be repaired in this way. Broken or destroyed items cannot be hastily fixed. The item works for a while. After 3d4 rounds, it breaks. Attempting repairs sooner will not stave this effect.

At 6th level, the mechanic can change the battery if the item requires as part of this action.

Superior Mastercraft: At 4th level, the mechanic becomes adept at creating mastercraft objects. He applies this superior mastercraft ability to one of his Craft skills. From this point on, he can improve the mastercraft features of an existing object by making a Craft check and paying the costs.

When successfully completed, a mastercraft object provides an additional +1 bonus to the quality of an already mastercraft object of the same type. Weapons receive an additional +1 techan bonus to hit. Armor does not improve its armor check penalty but instead gains a +1 to AC. Any device offering an equipment bonus is given an additional +1 techan bonus. The DC for improving technology is as follows.

Item Craft DC Cost of improvement Time to complete
Electronic Devices 20 +500 UC 1 hour
Weapons 25 +1000 UC 2 hours
Armor 25 +500 UC 1 day

At 9th level, the mechanic can add the mastercraft ability to another Craft skill, or he or he can improve his ability in the skill selected at 4th level, so that his mastercraft objects provide an additional +2 bonus (for a total of +3)

At 15th level, the mechanic adds another +1 bonus to his mastercraft ability. If the Mechanic focuses this ability on the +2 techan bonus Craft skill, his mastercraft objects now provide an additional +3 bonus (for a total of +4).

To apply an additional +2 or +3 bonus, the Craft DCs, costs, and time to completion increase.

Techan Enhancement DC Cost Time
+2 (+3 total) +5 X5 X2
+3 (+4 total) +10 X10 X4

The mechanic may take 10 or even 20 if the group wishes to wait that long. The additional bonus only applies to one person. The item is configured for optimum balance for a specific subject. The item counts only as mastercraft in any other hands and the mechanic must start from scratch to configure the weapon to another person. Unfortunately, the only way to apply the superior mastercraft ability for use in everyone is to construct the item from the ground up, which requires much more time, better facilities, and more money. The preferred option in this case is to just purchase the superior item at a shop.

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