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Saga Edition Web Enhancement 1
The Tech Specialist
RODNEY THOMPSON, GARY M. SARLI
(PDF CONVERSION BY CRAIG ‘GRIBBLE’ BISHELL)
A favored archetype of long-time Star Wars gamers,
the tech specialist is a character that focuses on
modifying and enhanced fantastic technology to fit
his or her needs. Tech specialists range from brilliant
engineers to prodigious outlaw techs, though all
share a love for the guns, gear, and gadgets found
in the galaxy far, far away.
This web enhancement includes a few rules (cut
from the Saga Edition core rulebook for space) that
allow heroes to take on the role of the tech
specialist. Additionally, you will find sample heroic
characters -- a Zabrak engineer and a Mon Calamari
outlaw tech -- that illustrate two ways to build
tech-oriented characters for your own campaign. Of
course, these are just two examples, and a hero who
wants to tinker with machines and electronics has a
number of options available across many different
classes.
Additionally, these rules will be featured in an
upcoming sourcebook for reference at the gaming
table, and will be expanded upon with more talents
and rules to further enhance your game.
New Talent Tree
THE OUTLAW TECH
The following new talent tree is intended for use by characters with the
scoundrel class. Scoundrels learn a variety of tricks that allow them to
squeeze more life out of ailing technology, and they can enhance their gear
in ways the manufacturer never intended.
Fast Repairs: Whenever you jury-rig an object or vehicle, the vehicle
gains a number of temporary hit points equal to the result of your
Mechanics check. Damage is subtracted from these temporary hit points
first, and temporary hit points go away at the conclusion of the encounter.
Prerequisites: Trained in the Mechanics skill.
Hot Wire: You can use your Mechanics check modifier instead of your
Use Computer check modifier when making Use Computer checks to improve
access to a computer system. You are considered trained in the Use
Computer skill for purposes of using this talent. If you are entitled to a Use
Computer check reroll, you may reroll your Mechanics check instead (subject
to the same circumstances and limitations).
Prerequisites: Trained in the Mechanics skill.
Quick Fix: Once per encounter, you may jury-rig an object vehicle that is
not disabled. All normal benefits and penalties for jury-rigging still apply.
Prerequisites: Trained in the Mechanics skill.
Personalized Modifications: As a standard action, you may tweak the
settings, grips, and moving parts of a powered weapon you wield, tailoring it
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to your needs. For the remainder of the encounter, you gain a +1 equipment
bonus on attack rolls and a +2 equipment bonus on damage rolls with that
weapon. You can use this talent only on powered weapons (those that
require a power cell to operate), including weapons connected to a larger
power source, such as vehicle and starship weapons.
New Feat
Tech Specialist
The new Tech Specialist feat allows a hero to make custom modifications to
weapons, armor, droids, devices, and vehicles so that they function beyond
their normal specifications.
Prerequisite: Trained in the Mechanics skill.
Benefit: You can modify a device, suit of
armor, weapon, droid, or vehicle so that it gains a
special trait. Specific traits are given on the Tech
Specialist Modifications table below. You may
perform only one modification at a time. Unless
noted otherwise, you cannot grant more than one
benefit to a single device, suit of armor, weapon,
droid, or vehicle, and you can't apply the same
benefit more than once.
Before beginning the modification, you must
pay one-tenth the cost of the device, suit of
armor, weapon, droid, or vehicle you wish to
modify or 1,000 credits, whichever is more. Com-
pleting the modification requires 1 day per 1,000
credits of the modification's cost. At the end of
this time, make a DC 20 Mechanics check; you can't take 10 or take 20 on
this check. If the check succeeds, the modification is completed successfully,
and the object gains the desired trait. If the check fails, you lose all credits
spent making the modification, and the object doesn't gain the desired trait.
However, you may start over from scratch if you wish.
Other characters trained in the Mechanics skill can assist you, reducing
proportionately the time needed to complete the modification. At the end of
modification process, they can make a Mechanics check to aid your check.
The market value of a modified item is equal to the base cost of the item
plus double the cost of the modifications made to it (not including credits
wasted on failed modification attempts).
Special: This feat is considered a bonus feat for the noble and scoundrel
classes.
Encrypted Transmission: The
Outlaw Tech Talent Tree
The Outlaw Tech talent tree fills some niches left by the existing
Mechanics rules and options for repairing broken pieces of technology.
Here's a behind-the-screen look at the design decisions that went into
creating these talents.
Fast Repairs is designed to make jury-rigging more appealing to tech-
oriented characters. As it stands now, jury-rigging an object or vehicle
moves it up the condition track but does not provide temporary hit
points. If your ship is at 0 hit points and you jury-rig it, it's still disabled
from hit point loss. This new talent alleviates that problem, while still
making jury-rigging useful for ships pushed down the condition track by
other means (such as ion damage).
Quick Fix builds on Fast Repairs and gives a techie character a way to
restore some hit points to a vehicle that's still in the fight, but brings
with it the threat of becoming disabled at the end of the encounter. This
new talent also gives ship engineers something else to do in combat,
especially in desperate situations, and it can bring a vehicle back up to
full fighting form very quickly.
Hot Wire is similar to the other skill-substitution talents and makes
sense for a techie who may not be the best slicer around.
Personalized Modifications is designed to give a scoundrel another
means of activating some of his other talents. For example, many of the
scoundrel's talents from the Misfortune talent tree rely on a successful
attack roll to activate. Combined with the Tech Specialist feat below, this
new talent gets the scoundrel a small boost to attacks that can
compensate for the difference between low base attack progression and
Defense progression, even at high levels. The scoundrel might still need to
work closely with his friends against tougher foes, but this talent is
designed to capture the feel of tweaking your own weapon while still
synergizing with many of the Misfortune talents.
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Table: Tech Specialist Modifications
ARMOR TRAIT
BENEFIT
Agile Armor
Increases the armor's maximum Dexterity bonus 1.
Fortifying Armor
Increases the armor's equipment bonus to Fortitude Defense by 1.
Protective Armor
Increases the armor's armor bonus to Reflex Defense by 1.
DEVICE TRAIT
BENEFIT
Enhanced Strength
Increases the device's Strength score by 2.
Improved Durability
The device's damage reduction increases by 1, and it gains extra hit points equal to one-quarter of its base hit points.
Mastercraft Device
Skill checks made using the device gain a +1 equipment bonus, or the device's existing equipment bonus increases by
1.
DROID TRAIT
BENEFIT
Enhanced Dexterity
Increases the droid's Dexterity score by 2.
Enhanced Intelligence
Increases the droid's Intelligence score by 2.
Enhanced Strength
Increases the droid's Strength score by 2.
VEHICLE TRAIT
BENEFIT
Enhanced Dexterity
Increases the vehicle's Dexterity score by 2.
Improved Speed
Increases the vehicle's speed by one-quarter of its base speed (minimum 1 square).
Improved Shields
Increases the vehicle's shield rating by 5.
WEAPON TRAIT
BENEFIT
Improved Accuracy
The weapon gains a +1 equipment bonus on attack rolls.
Improved Damage
The weapon deals +2 points of damage with a successful hit. If the weapon has a damage multiplier (for example,
6d10 x 2), apply the extra damage before applying the multiplier.
Selective Fire
An autofire-only ranged weapon can be set to fire single shots, or a single-shot ranged weapon can be made to have
an autofire mode.
Sample Characters
Languages Basic, Binary (understand only), Huttese, Mon Calamarian, Ryl,
Shyriiwook (understand only)
Defenses Ref 21 (flat-footed 19), Fort 17, Will 20
hp 39; Threshold 17
Speed 6 squares, swim 4 squares
Melee +5
Ranged heavy blaster pistol +8 (3d8+3)
Base Atk +5; Grp +5
Atk Options Careful Shot, Running Attack
Abilities Str 10, Dex 14, Con 10, Int 18, Wis 15, Cha 9
SQ breathe underwater
Talents Fast Repairs, Knack, Quick Fix, Personalized Modifications
Feats Careful Shot, Point Blank Shot, Precise Shot, Running Attack, Skill
Focus (Mechanics), Skill Focus (Perception), Skill Focus (Use
Computer), Tech Specialist, Weapon Proficiency (pistols, simple
weapons)
Skills Deception +7, Gather Information +7, Knowledge (Galactic lore)
+12, Knowledge (technology) +12, Mechanics +17 (+18 when using
mastercraft tool kit), Perception +15, Pilot +10, Swim +15 (may reroll
Swim checks and accept the second roll; may take 10 even under
pressure), Use Computer +17 (+18 when using mastercraft datapad)
The Outlaw Tech
An outlaw tech is a master of making machines do what she wants them to
do. Operating far outside the bounds of manufacturer intentions (and
sometimes outside the law), she is able to hotwire starships and amp up
weapons to the point where her after-market modifications can be con-
sidered illegal.
An outlaw tech works well on her own without the need of other classes for
support. She can run-and-gun just as well as she can use a hydrospanner,
and her strengths lie in areas where her own actions are what save the day.
Though an outlaw tech has a less formal education than other technically
minded characters, she is a good fighter and a fast worker who can fulfill a
variety of roles.
Outlaw Tech
CL 7
Medium Mon Calamari scoundrel 7
Force Points 5
Init +5; Senses Low-light vision, Perception +15
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Possessions heavy blaster pistol (improved accuracy), comlink,
mastercraft datapad, mastercraft tool kit, various personal belongings
Defenses Ref 21 (flat-footed 20), Fort 18, Will 22
hp 37; Threshold 18
Speed 6 squares
Melee +3
Ranged hold-out blaster +7 (3d4+3)
Base Atk +4; Grp +3
Abilities Str 8, Dex 12, Con 10, Int 16, Wis 14, Cha 13
Talents Coordinate, Inspire Haste, Trace, Wealth
Feats Linguist, Skill Focus (Knowledge [technology]), Skill Focus
(Mechanics), Skill Focus (Use Computer), Skill Training (Mechanics),
Tech Specialist, Weapon Focus (pistols), Weapon Proficiency (pistols,
simple weapons)
Skills Initiative +9, Knowledge (Galactic lore) +11, Knowledge (physical
sciences) +11, Knowledge (technology) +16, Mechanics +16,
Perception +10 (may reroll any Perception check and keep the second
roll), Persuasion +9, Pilot +9, Use Computer +16 (+17 when using
masterwork datapad or masterwork portable computer)
Possessions hold-out blaster (improved accuracy), comlink, masterwork
datapad, masterwork portable computer, personal holoprojector,
various personal belongings
The Engineer
An engineer is more of an academic designer than a jury-rigging mechanic.
He considers the outlaw tech's work to be a sloppy imitation of real
ingenuity and can use his knowledge to create more solid and reliable
designs. An engineer is much more of a team player, and many heroes find
that an engineer helps them get out of scrapes by encouraging them to work
together. Because he's familiar with coordinating teams, an engineer has the
knowledge and resources to create all-new (and significantly improved)
pieces of technology that function reliably under all conditions.
Engineer
CL 7
Medium Zabrak noble 6/scoundrel 1
Force Points 5
Init +9; Senses Perception +10
Languages Basic, Binary (understand only), Bocce, High Galactic, Huttese,
Mon Calamarian, Shyriiwook (understand only), Sullustese, Zabrak
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