Class: Techie in Dawn of Others | World Anvil

Class: Techie

Machines are her servants, and the local electronics dealer is her church. She believes in the progress of civilization through the perfection of technology. She is not one to live off the land, acquiring skills necessary for an unlikely second apocalypse. She has had her head in machines and books since the moment she constructed her first radio-controlled vehicle. Since then, it has been about making things go faster, fly higher, be tougher, or act smarter. People and other biological bags of water and carbon are unreliable instruments at best. They never speak the truth and are prone to failure even with regular maintenance. Machines never lie, they never cheat, and if properly cared for, will never betray her or die unexpectedly. With only a few basic modifications or tweaks, she can even push a machine to be better than what it was designed for, whether it be a robot, a car, or even a gun.

Proficiencies

Armor.

Light and medium armor

Weapons.

Simple weapons, one-handed small arms

Tools.

Tinker’s tools, All ground vehicles and aircraft

Skills.

Engineering, Insight, Medicine, Perception, Performance, History, Investigation

Shiny Red Button

She has added a shiny red button to her firearm and she is the only person that can push this button without breaking the weapon. Pressing the button requires no action. Once the button is pushed, the corresponding tech points are spent. If she does not have enough tech points then the entire configuration fails. Once pressed, the effects last 5 minutes. She can attempt to regain a lost tech point with a DC5 Intelligence (Engineering) check. Each check takes 1 minute, and successive checks increase the DC by 5 (DC 10, DC 15, etc.). The DC increases regardless if she succeeds in recovering the point or not, and the check reverts back to DC5 when she takes a long rest.

Button Configuration #1

Costs 30 points to use this button. 

Charged Shot 2 Points

Each time she hits a target her size or smaller, she shoves it 10 feet. If the target cannot be shoved, it takes 2d6 additional damage.

Explosive Round 1 Point

When she scores a critical hit, she rolls all damage dice thrice instead of twice.

Floating Reticle 2 Points

She gains a +1 bonus to attack rolls.

Hydroshock 4 Points

She deals additional damage with a hit equal to the difference between her attack roll and the target’s AC to a maximum of 8.

Increased Caliber 6 Points

Her weapon’s damage gains a +6 bonus. This stacks with any other effects that increases damage.

Increased Round Velocity 1 Point

When she rolls a 1 or 2 on a damage die, she can reroll. She must accept the new roll, even if it is a 1 or a 2.

Muzzle Flash / Bang 2 Points

Any creature she hits within 20 feet of her has disadvantage on attack rolls against her until the beginning of her next turn.

Pop-Up Eye Piece 1 Points

If she rolls a 2 or 3 on her attack roll, she can re-roll. She must accept the second result.

Rapid Loader 8 Points

She gains two additional attacks whenever sheu takes the Attack action on her turn. This stacks with Pioneer.

Target Scanning 3 Points

Her weapon scores a critical hit on a natural roll of 19 or 20.

Tech Savant

Like Machines

Taken x4. Maxium Tech Points increased by 8.

Economical Plating

She gains a +1 bonus to AC. Additionally, she can temporarily increase her armor’s potential, spending one tech point as an action to increase her AC an additional +1 for five minutes.

Midas Touch

Taken x2. While she is wielding a firearm, her damage bonus increases by +4. This effect stacks with others that increase this damage bonus.

McGuy Something

She can construct useful items or tools to accomplish something generally not possible given the available resources. This may involve searching an area or assuming certain items are available; if her widget bag currently contains at least $20 worth of parts, she can always be assumed to have a variety of small useful items such as screws, nails, paper clips, duct tape, and chewing gum. Make an Intelligence (Engineering) check to see if the improvised gadget or solution works. When she uses this trait, she cannot use it again until she finishes a long rest.

Comments

Author's Notes

Image from the Ultra Modern 5 Redux rule book.


Please Login in order to comment!