Health die (roll for more max health): d8 AOE dmg per stamina: d8 + Stat Stat: Wit or Int Complexity: Medium # General You gain a +2 bonus to all skill checks with technology (called the "tech bonus"). You are able to create any of the gadgets you use in this class as long as you can find scrap to make them (you have a +2 bonus to finding scrap). Otherwise you might have to buy parts, which will cost 30 Valdan credits per gadget. Using a gadget always costs at least the amount of stamina of it's tier (unless they're performing the ability of a lower-level gadget). For example, some gadgets are upgraded versions of lower-level gadgets, and with those devices they can perform the abilities of their lower-level counterparts. Every time you do an attack that does both dmg and a status effect, the enemy defends with their DDC and then rolls a save against the same attack roll to defend against the status effect. If you decide to take another Technologist class at any point then you'll have to level it up from 1 to 6. ## Levelling Up | Class Level | Gadget Max Tier | Stamina Cost | Details | | ----------- | --------------- | ------------ | ------------------------------- | | 1 | I | 1 | | | 2 | I | 1 | Take another tech-related skill | | 3 | II | 2 | | | 4 | II | 2 | Your tech bonus goes up to +4 | | 5 | III | 3 | | | 6 | III | 3 | Your tech bonus goes up to +5 | # Specific Info You can now use Wit for aim attacks and can use Int for tech checks. You can now make emitters, which are small devices that you can throw which will stick to floors, walls, or ceilings. These devices emit shields and other effects, and can also be activated and kept on your person. These devices remain tethered to you with an invisible xenic tether, and when the device is spent or when you're done with it you can make it come back to you. All emitters have HP. Emitter fields *do* flow around corners and through walls, provided the walls aren't that thick. You can either throw these by hand or launch them from a gun that you make! - By Hand: 20 ft range - Gun: see details below ## Details | Class <br>Level | Max <br>Emitters <br>Active | Emitter <br>Max Area | Emitter <br>Gun <br>Range | Shield HP per <br>Stamina Spent | Shield<br>DDC | | --------------- | --------------------------- | -------------------- | ------------------------- | ------------------------------- | ------------- | | 1 | 2 | 5 ft radius | 30 ft | 8 | 11 + Stat | | 2 | 3 | 10 ft radius | 40 ft | 9 | 11 + Stat | | 3 | 4 | 15 ft radius | 50 ft | 10 | 12 + Stat | | 4 | 5 | 20 ft radius | 60 ft | 11 | 12 + Stat | | 5 | 6 | 30 ft radius | 100 ft | 12 | 13 + Stat | | 6 | 7 | 50 ft radius | 150 ft | 15 | 13 + Stat | ## Emitter Types | Name | Tier | Description | | --------------------- | ---- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Blue Shield | I | Blocks xenic dmg, the enemy rolls against the Shield DDC and shield takes dmg if hit; doesn't block physical dmg at all. Dmg over the shield HP spills over onto the target if the attack was over their DDC as well. Does not block sight! | | Onyx Shield | I | Shield itself has to to be a flat surface, no curves! Blocks physical, onyx, and obsidian dmg, the enemy rolls against the Shield DDC and shield takes dmg if hit; doesn't block xenic dmg at all. Dmg over the shield HP spills over onto the target if the attack was over their DDC as well. <br>Surface can hold up to 2000 lbs of weight. Does not block sight! | | Healing Zone | I | Heals a d6 of HP per turn for as many turns as stamina you spend (heals when you launch emitter and then at the start of the following turns) | | Damage Zone | I | Deals a d8 of dmg to everyone in range for every turn they start in its area. The emitter itself is shielded with a HP depending on how much stamina you spend. | | | | | | Force Wall | II | Create a force wall or force chamber. To pass through it, one must beat you in a contest vs your Wit/Int + Class Dice + Stamina Spent. | | Cold/Heat Wall | II | Can create a wall in the range. Does d8 of dmg per stamina spent if you pass through it | | Projection Emitter | II | Can use the device to project a realistic illusion, Wit/Int + Class Dice + Stamina Spent contest for others to check if it's real | | Buff Zone | II | Gives a +1 buff to all checks for everyone in range | | Debuff Zone | II | Gives a -1 debuff to all checks for everyone in range | | Atmosphere Zone | II | Generates atmosphere in range | | | | | | Advanced Onyx Shield | III | Can now make full boxes of onyx to contain or protect (do an attack roll against an enemy and if you succeed they are caught in the onyx box), rules are same as Onyx Shield above. | | Advanced Blue Shield | III | Enemies take half of the dmg they deal to the shield when attacking it with beam attacks, otherwise rules are the same as the Blue Shield above. | | Advanced Healing Zone | III | Heals everyone in range a d10 of HP per turn for as many turns as stamina you spend | | Stamina Zone | III | Gives a third of the stamina you spend to everyone in the zone. Lasts three rounds | | Advanced Buff Zone | III | Gives a +2 buff to all checks for everyone in range | | Advanced Debuff Zone | III | Gives a -2 debuff to all checks for everyone in range |