Technology is core of our world. We know how to make it, break it, or fix it.
Class Traits
Role: Engineers are bridge for all others who interact with technology. They are the crafters, repairers, and at times destroyers of machines. There interaction and knowledge is critical for those who adventure using complex mechanical devices.
Key Abilities: Intelligence, Wisdom, Dexterity
Armor Proficiencies: Light, and Medium Armor.
Weapon Proficiencies: Simple Melee Weapons, Simple Ranged Weapons
Bonus to defense: +2 Will
Hit Points at 1st level: 10 + Con Score
Hit Points per level gained: 4
Healing Surges per Day: 6 + Con Modifier
Trained Skills: Engineering, Mechanics, Technology. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Perception, Pilot, Sciences, Streetwise, Use Computers, or any Global skill.
Build Options: Electronics, Computer, Mechanical, Structural & Weapons Adepts
Class Features: Engineer Implements Mastery, Experimental Projects, Techno-Database Library.
Engineers are vital members of any industrialized society, responsible for building, maintaining, weapons, chicles, starships and more. Although many engineers confine themselves to workshops, garages and shipyards, many are drawn to a life of adventure and prefer to work "in the field." Some of th best and brightest engineers ply their trade aboard starships, on distant colonized worlds, and on the battlefield. Every organizations and nation depends on the technology relies on the their knowledge. Enginneers use their knowledge of how things are put together to more effectively take things apart and are often called in to b ypass security measures or whip up special weapons for field troops in dangerous situations.
Creating an Engineer
You can choose any Engineer powers you like for your character, but engineers naturally fall into categorizes known as adepts. An engineer decides what field the wish to specializes in by picking powers, skills and feats that fit into the fields of Electronics Adept, Computer Adept, Mechanical Adept, Structural Adept, Weapons Adept. All Engineers relay on Intelligence. Engineers could also benefit from dexterity, or wisdom, depending on which field they favor.
Electronics Adept
You're interested in the small devices, cybernetics, gadgets and gizmo's that are created by technology these are the kinds of feats, powers, and skills you'll want to take. These devices you could build, modify, attach, enhance or implement them in some kind of invention to do the tasks you need done. Like all other engineers you make Intelligence your best ability score. After that, prioritize your Dexterity ability score because electronic devices are often small or micro sized. Nimble hands are very important to ensure success when attempting to deal with these devices. Your wisdom score represents your awareness which can aid you in spotting defects, or problems with cretin electronics.
Computer Adept
You're a total master over software and can modify, or engineer your own software. Cyberspace is your world you navigate the inter-galactic network with your terminal like a captain of a sea vessel. Going where you please, accessing data you believe is necessary, and indulging in the pleasures that you seek. Like all other engineers you make Intelligences your best ability score. After that, prioritize your wisdom as you will need be an expert at spotting errors in binary code, and computer scripting.
Mechanical Adept
The most common engineers of them all. You're the person that fixes the mechanical parts of technology that everyone uses from day to day. These engineers can create or repair mechanical devices that range from as simple as an automatic door, to as complicated as a giant mecha or star fighters. These are the people you see in docking bays, auto-mechanic shops, starship engineering rooms and so on. Like all other engineers you make intelligence your best ability score. While prioritizing dexterity as your primary skill. Often you will have to disassemble mechanical devices, or put them together. This will require calm and careful hands to do so.
Structural Adept
The arachetics of the technological society. They design structures of all kinds. They are known for the knowledge needed to repair damage to the hull of space crafts, buildings, stations, and so on.Although they aren't masters of the electronically devices that may control these constructions, they are very adept in identifying weakness in construction of objects, as well as being able to design more efferent structures. Like all other engineers you make intelligence your best ability score. After that, prioritize your wisdom as you will need be an expert at reviewing structural blue prints, and plans.
Weapons Adept
These engineers specialize in modifying weapons, or creating them, however they don't design them. But they have the knowledge of creating them from plans already drawn up. These engineers have been known to be able to create ammunition that does more harm, tweak laser weapons to have more power, or engineer explosives that are rigged to explode. Like all engineers intelligence is the most important score, however dexterity and some wisdom can aid in the creation, or modification of weapons.
Class Features
Some of your more important characteristic is your ability use the tools that are needed for when tinkring with technology, your ability to put together various experimental projects, and manipulated technology in a manner that you can archive your goals.
Engineer Implements Mastery
You specialize in the uses kind of implement to gain additional abilities when you wield it.
Tool Kit Mastery: You gain a +4 when using any kind of tool kits that are needed when working with specific fields of technology.
Zinux Software: You have mastered the advance computer operating system Zinux. The limitations of all the other operating systems will not hold you back and you gain a +4 on all use computer checks when working with Zinux as your operating system.
Work Bench: You have mastered working with a work on technology. You gain a additional +4 to any skill checks involving the space on the work bench.
Experimental Projects: Your able to conduct experiments.
Personal Data-Base: Engineers archive there experiments and data from there projects to be used at a later date. A personal data-base consists of a computer
Encounter, Daily and Utility Abilities: You make your encounters, daily and utility exploits part of your training. You collect these abilities per-level as told by the Character Advancement Chart. Each level you instructed to gain one encounter, daily, or utility power per specified level. Each of these powers now become part of your training lists which will organizes the exploits you have mastered. After an extended rest, you can ready a number of encounter, daily and utility powers according to what you can perform per day for your level.
Experiments: Your database contains three 1st-level experiments of your choice that you have mastered. You will gain more experiments as you adventure and find them by adding them to your database. Any experiments you add must be your level or lower.
Capacity: A typical database has 128 peta-bytes. Each experiment takes up 1 peta-byte. An experiment takes up a number of peta-bytes equal to it’s level.
Engineer's Hero Powers
This is a list of the hero powers for Engineer.
Advance Computer Operations |
Engineer Technical Power 1 |
You are so skilled with computers that you are able to make them do things beyond what any one else can do. |
At-Will | Martial, Computers
Standard Action | Personal |
You are allowed to use one of the following effects.
Effect1: Defend Security: If the character is the system administrator for a site (which may be as simple as being the owner of a laptop), he or she can defend the site against intruders. If the site alerts the character to an intruder, the character can attempt to cut off the intruder's access (end the intruder's session), or even to identify the intruder.
To cut off access, make an opposed Computer Use check against the intruder. If the character succeeds, the intruder's session is ended. The intruder might be able to defeat the character's security and access his or her site again, but the intruder will have to start the hacking process all over. Attempting to cut off access takes a full round.
One surefire way to prevent further access is to simply shut the site down. With a single computer, that's often no big deal—but on a large site with many computers (or computers controlling functions that can't be interrupted), it may be time-consuming or even impossible.
To identify the intruder, make an opposed Computer Use check against the intruder. If the character succeeds, the character learns the site from which the intruder is operating (if it's a single computer, the character learns the name of the computer's owner). Identifying the intruder requires 1 minute and is a separate check from cutting off access. This check can only be made if the intruder is accessing the character's site for the entire length of the check—if the intruder's session ends before the character finishes the check, the character automatically fails.
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Requirement: Defeating Security
Effect2: Do Your Stuff: The character can actually do what he or she came to do. If the character just wants to look at records, no additional check is needed. (A character can also download data, although that often takes several rounds—or even several minutes, for especially large amounts of information—to complete.) Altering or deleting records sometimes requires yet another check to defeat computer security. Other operations can be carried out according to the Computer Use skill description. However the character must have the ability to defeat the network's security. |
Disable Electronic Device |
Engineer Technical Power 1 |
You are so skilled in taking apart electronics, putting them together, and even disabling them. |
At-Will | Martial, Electronics
Standard Action | Personal |
Effect: You are able to take apart electronics, put them together, or even disable them with the Mechanics Skill. The difficulties very as explained in Chapter 5 - Skills. |
Disable Mechanical Device |
Engineer Technical Power 1 |
You are so skilled in taking apart mechanical devices, putting them together, and even disabling them. |
At-Will | Martial, Mechanical
Standard Action | Personal |
Effect: You are able to take apart mechanical devices, put them together, or even disable them with the Mechanics Skill. The difficulties very as explained in Chapter 5 - Skills. |
Design Plans |
Engineer Technical Power 1 |
You are skilled design plans to aid in the construction of all kinds of technologies. |
At-Will | Material, Structural
Standard Action | Personal |
Effect: You are able to use advance part of the Engineering Skill to generate plans that deal with specific structures. These plans are generated as an item that grants a bonus equal to the Engineer Adept’s level to the requirement skill that an Experiment may require. |
Assemble Weapon |
Engineer Technical Power 1 |
You are skilled in assembling, taking apart, and modifying weapons. |
At-Will | Martial, Weapon
Standard Action | Personal |
Effect: You are able to take apart weapons and armor, put them together, or even disable them with the Mechanics Skill. The difficulties very as explained in Chapter 5 - Skills. |
Mechanic’s Tools |
Engineer Attack 1 |
You are skilled in useing your tools as weapons. |
At-will | Weapon
Standard Action | Ranged or Melee
Target: One Creature
Attack: Dexterity vs AC (Ranged) or Strength vs AC (Melee) |
Hit: 1 [W] + Dexterity (Ranged) or + Strength (Melee)* |
Increases damage to 2 [W] + Dexterity (Ranged) or + Strength (Melee) |
Defeat Minimal Security |
Engineer Technical Power 1 |
You’re able to defeat simple security measures when attempting to hack a network. |
Encounter | Martial, Computer
Standard Action | Personal |
Target: Selected computer network.
Attack: Use Computer Skill vs. 20 + Target’s Use Computer Skill.
Hit: You’ve successfully defeated security and you have gained entry to target |
Sustained Standard: You may use Advance Computer Operations to carry our your needs and will remain occupied for the duration of your work. |
Analyze Cybernetics |
Engineer Technical Power 1 |
Your able to analyze cybernetics and there possible capabilities by eye. |
Encounter | Martial, sight
Standard Action | Ranged Sight 6 |
Target: One Cybernetic implant
Attack: Technology vs. Complexity of Device
Special: (See Chapter 5 Technology skill) |
Hit: You become aware of the cybernetics’ capability. |
Manual Override |
Engineer Technical Power 1 |
It has no power! Manuel Override it! |
Encounter | Martial, Mechanical Device.
Standard Action | Touch |
Target: One mechanical device
Attack: Mechanics Skill vs. Complexity of Device
Special: (See Chapter 5 Mechanics skill) |
Effect: You are able to Manuel override the mechanical device. (Open an unpowered door, emergency stop a mechanical device and so on). |
Analyze Target |
Engineer Technical Power 1 |
You stand still a moment while your allies flail about in the battle. You watch and learn technical data from your foe. |
Encounter | Martial, sight
Standard Action | Ranged Sight 6 |
Target: One Creature.
Attack: Spot vs AC |
Hit: You become aware of basic capability. (Weapon Type, Armor Type, and Accessories) |
Weapon Overload |
Engineer Technical Power 1 |
You are able to set a weapon to overload to deal the maximum amount of potential damage it could deal. |
Encounter | Martial, weapon
Standard Action | Touch |
Target: One mechanical weapon. |
Effect: The weapon for the next shot will deal it’s maximum potential for damage. |
Special: 35% Chance that an overload may damage weapon. |
Shoot & Run |
Engineer Attack 1 |
You are good at shooting and falling back. |
Encounter | Martial, weapon
Standard Action | Ranged |
Attack: Your standard Ranged attack. |
Effect: Shift 2 squares in a direction that is away from the fighting. |
Blue Screen of DEATH! |
Engineer Technical Power 1 |
You are able to crash a computer terminal. |
Daily | Martial, Computer
Standard Action | Personal
Requirement: Physical Access, or Defeated Network Security.
Attack: Use Computer vs. DC 10 |
Effect: You cause a computer lock up and it might even very well give the operator a fatal expression error. This causes the computer to lock up with annoying blue screen. |
Simple Electronic Enhancement |
Engineer Technical Power 1 |
You are able to tweak an electronic device to give it a temporary bonus when using it as a tool. |
Daily | Martial, Electronics
Standard Action | Touch |
Effect: Grant the electronics device a universal bonus of +1 for the rest of the day. |
Minor Jury Rig |
Engineer Technical Power |
You’re able to jury rig something minor to make a simple mechanical contraption. |
Daily | Martial, Mechanical
Standard Action | Personal |
Effect: Allows you to use Mechanics to jury rig a simple machine. |
Copy Plans |
Engineer Technical Power |
Generating an experimental plan is a lot complicated then just copying and pasting! |
Daily | Martial, Structural
Standard Action | Personal |
Effect: Allows you to make a copy of technical plans in the correct format automatic success. |
Rig Weapon to go Boom |
Engineer Technical Power |
You rig your mechanical weapon to mechanically explode. |
Daily | Martial, Ranged Weapon
Standard Action | Close burst 3 |
Special: The weapon is destroyed completely. |
Engineer’s Judgment |
Engineer Technical Power |
Your critical judgment could determine failure or success! |
Daily | Martial
Minor Action | Personal |
Effect: Re-roll a failed engineer skill check. (mechanics, engineering, use computer, or science) |
Simple Software Repair |
Engineer Technical Power 5 |
You are able to repair software that has been damaged by virus or hackers. |
Daily | Martial, Computer
Standard Action | Personal
Requirement: A Computer |
Effect: Just by having this power you are able to use the Use Computer Skill to repair Simple Programs that have been damaged. Use Computer vs DC 10, and takes 1 minute. |
Special: Not having this power will not allow you to repair any kind of computer programs. |
Hacker’s Fineness |
Engineer Technical Power 2 |
You can cover your tracks and track other hacker’s by identify alterations in binary code. |
Daily | Martial
Standard Action | Personal |
Effect1: You are allowed to make a Use Computer check (DC 20), a character can alter his or her identifying information. This imposes a –5 penalty on any attempt made to identify the character if his or her activity is detected.
Effect:2: You are allowed to make a Use Computer check (DC 20), a character can track another hacker attempting to dig around his network. This imposes a +5 penalty on any attempt made to identify the character if his or her activity is detected.
Effect:3 You are allowed to make someone believe you are doing one thing at the computer but in fact you are doing another! By forcing a skill challenge Use Computer Skill vs. the appropriate perception skill.
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Special: The skill challenges between hackers are handled as skill roll offs with the bonus that maybe applied from this utility power. |
Repair Simple Electronics |
Engineer Technical Power 2 |
You’re able to repair simple electronics. |
Daily | Martial, Electronics
Standard Action | Personal |
Effect: Just by having this power you are able to use the Mechanics Skill to repair Simple Electornics. However using this daily utility power will avoid the non-power penalties (+6 Hours, +10 DC). Reference to the chart in Chapter 5 – Skills – Mechanics – Repairs for details.
Special: Not having this power will not allow you to repair any kind of electronics
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Repair Simple Structures |
Engineer Technical Skill 2 |
You’re able to repair simple structures. |
Daily | Martial, Structural
Standard Action | Personal |
Effect: Just by having this power you are able to use the Mechanics Skill to repair Simple Structures. However using this daily utility power will avoid the non-power penalties (+6 Hours, +10 DC). Reference to the chart in Chapter 5 – Skills – Mechanics – Repairs for details. |
Special: Not having this power will not allow you to repair any kind of structures. |
Repair Simple Machines |
Engineer Technical Skill 2 |
You’re able to repair simple machines. |
Daily | Martial, Mechanical
Standard Action | Personal |
Effect: Just by having this power you are able to use the Mechanics Skill to repair Simple machines. However using this daily utility power will avoid the non-power penalties (+6 Hours, +10 DC). Reference to the chart in Chapter 5 – Skills – Mechanics – Repairs for details. |
Special: Not having this power will not allow you to repair any kind of electronics. |
Armor Mending |
Engineer Technical Skill 2 |
You’re able to repair armor. |
Daily | Martial, Armor
Standard Action | Personal |
Effect: You may spend six hours to mend armor to modify it to fit a particularly size, or fix dents, and dings it might have acquired along the way. |
Heroic Expertise |
Engineer Technical Skill 2 |
You’re so good at repairing you can do it faster! |
Daily | Martial
Minor Action | Personal |
Effect: You may reduce repair time by 20% with 1 desired type of repairs. (Electronics, Mechanical or Structural.) |
Defeat Average Security |
Engineer Technical Power 3 |
You’re able to defeat simple and average security measures when attempting to hack a network. |
Encounter | Martial, Computer
Standard Action | Personal |
Target: Selected computer network.
Attack: Use Computer Skill vs. 20 + Target’s Use Computer Skill.
Hit: You’ve successfully defeated security and you have gained entry to target |
Sustained Standard: You may use Advance Computer Operations to carry our your needs and will remain occupied for the duration of your work. |
Special: You are able to defeat simple security as well with this power. |
Overload Terminal |
Engineer Technical Power 3 |
Reroute power to a specific terminal to cause an overload and explosion. |
Encounter | Martial, Electronics
Standard Action | Close Burst 3 |
Target: Everyone in side blast area.
Attack: Reflex vs Intelligence |
Hit: 4d6 electrical damage. |
Special: Computer terminal is destroyed. |
A Simple Sabotage |
Engineer Technical Power 3 |
You are able to sabotage simple devices in your field. |
Encounter | Martial, Technology
Standard Action | Touch
Requirement: You must have selected a field of expertise for this power, (Electronics, Machines or Structures). |
Effect: You are able to use the Mechanics to sabotage a specific type of technology. (Electronics, Mechanical, Structural, Weapons). See Chapter 5 – Skills – Mechanics – Sabotage for details. |
Analyze Robots |
Engineer Technical Power 3 |
You are able to analyze Robots and learn there specifics. |
Encounter | Martial, Sight
Standard Action | Ranged Sight 6 |
Target: One Robot.
Attack: Technology vs. Complexity of Device |
Hit: You become aware of the robot’s capability. |
Special: (See Chapter 5 Technology skill) |
A Dazing Effect |
Engineer Technical Power 3 |
Your able to modify a weapon so that it will daze a target upon hit. |
Encounter | Martial, Weapon
Standard Action | Touch
Requirement: You must be able to handle the weapon for one standard action. |
Effect: Weapon gains a daze effect will vs 10 + Level of Engineer for the duration of the battle. |
Miss: Effect is wasted if next shot with that weapon misses. |
Precise Shot |
Engineer Attack 3 |
Your able to modify a weapon so that it will daze a target upon hit. |
Encounter | Martial, Weapon
Standard Action | Ranged
Requirement: Must be wielding a ranged weapon
Target:* One creature
Attack: Dexterity +2 vs AC (ranged) |
Hit: 1 [W] damage (ranged). |
Destroy Program |
Engineer Technical Power 5 |
You know how to modify a program so it will not work anymore. |
Daily | Martial, Computer
Standard Actions | Personal
Requirement: Physical Access, or Defeated Network Security.
Attack: Use Computer vs DC 15 |
Effect: You cause a program to crash each time it’s loaded up by modifying it’s script. |
Moderate Electronic Enhancement |
Engineer Technical Power 5 |
You are able to tweak an electronic device to give it a temporary bonus when using it as a tool |
Daily | Martial, Electronics
Standard Action | Touch
Requirement: You must be able to work with the device for one standard action. |
Effect: Grant the electronics device a universal bonus of +2 for the rest of the day. |
Simple Tools Mastery |
Engineer Technical Power 5 |
You are able to master the simpler tools used by Engineers. |
Daily | Martial, Mechanical
Standard Action | Touch
Requirement: Must select one of the following categories electronics, mechanical, structural, weapons. |
Effect: You gain +2 when you use tools dealing with that field for the entire day. |
Simple Technical Advice |
Engineer Technical Power 5 |
You give a simple technical advice to a fellow engineer to aid them with there craft based on your knowledge. |
Daily | Martial, Technology
Standard Action | Speaking Range
Requirement: You must have some understanding of how the technology works. A Knowledge Technology is sufficient. |
Effect: You grant a +2 bonus to any engineering, or mechanics check being made. |
Armor Fortification |
Engineer Technical Power 5 |
You’re able to use whatever parts you have to fortify someone’s armor temporarily. |
Daily | Martial, Armor
Standard Action | Touch
Requirement: Engineer must be able to handle the armor and work with it. |
Effect: Armor gains a +2 AC |
At level 11, this ability also gains damage reduction 3 / - |
Staying Safe |
Engineer Technical Power 5 |
You’re real good at using cover to stay safe while doing engineer field work. |
Daily | Martial, Cover
Standard Action | Personal |
Effect: While in cover you may double the cover value that is bonuses to your AC. |
Repair Moderate Electronics |
Engineer Technical Power 6 |
You’re able to simple and moderate electronics. |
Daily | Martial, Electornics
Standard Action | Personal |
Effect: Just by having this power you are able to use the Mechanics Skill to repair Moderate Electronics. However using this daily utility power will avoid the non-power penalties (+6 Hours, +10 DC). Reference to the chart in Chapter 5 – Skills – Mechanics – Repairs for details. |
Special: Not having this power will not allow you to repair any kind of electronics. Also this power includes repairing simple electronics as well. (It is recommended you retrain your earlier repair power for something else.) |
Repair Moderate Machines |
Engineer Technical Power 6 |
You’re able to simple and moderate Machines. |
Daily | Martial, Mechanical
Standard Action | Personal |
Effect: Just by having this power you are able to use the Mechanics Skill to repair Moderate Machines. However using this daily utility power will avoid the non-power penalties (+6 Hours, +10 DC). Reference to the chart in Chapter 5 – Skills – Mechanics – Repairs for details. |
Special: Not having this power will not allow you to repair any kind of machines. Also this power includes repairing simple machines as well. (It is recommended you retrain your earlier repair power for something else.) |
Repair Moderate Structures |
Engineer Technical Power 6 |
You’re able to simple and moderate structures. |
Daily | Martial, Structures
Standard Action | Personal |
Effect: Just by having this power you are able to use the Mechanics Skill to repair Moderate Structures. However using this daily utility power will avoid the non-power penalties (+6 Hours, +10 DC). Reference to the chart in Chapter 5 – Skills – Mechanics – Repairs for details. |
Special: Not having this power will not allow you to repair any kind of structures. Also this power includes repairing simple structures as well. (It is recommended you retrain your earlier repair power for something else.) |
Weapon Mending |
Engineer Technical Power 6 |
You’re able to repair weapons. |
Daily | Martial, Weapon
Standard Action | Personal
Requirement: You have to be able to handle the weapon for standard action. |
Effect: You may spend six hours to mend weapon to modify it to fit a particularly size, or fix dents, and dings it might have acquired along the way. |
Improvises Tools |
Engineer Technical Power 6 |
Damn it! No wrench. Looks I’ll have to use this. |
Daily | Martial, Tools
Minor Action | Personal |
Effect: When attempting to repair something you can use this power to work with out technical tools without receiving a penalty. |
Defeat Moderate Security |
Engineer Technical Power 7 |
You’re able to defeat simple and moderate security measures when attempting to hack a network. |
Encounter | Martial, Computer
Standard Action | Personal |
Target: Selected computer network.
Attack: Use Computer Skill vs 25 + Target’s Use Computer Skill.
Hit: You’ve successfully defeated security and you have gained entry to target’s network. |
Sustained Standard: You may use Advance Computer Operations to carry out your needs and will remain occupied for the duration of your work. |
Special: You are able to defeat simple and average security as well with this power. |
Electronic Polarity |
Engineer Technical Power 7 |
You polarizes the computer console with electrical current. |
Encounter | Martial, Computer Terminal
Standard Action | Touch |
Trigger: Touch Invokes an attack.
Attack: Reflex vs. Intelligence
Hit: 6d6 electric damage. |
Special: Terminal remains electrified until fuse or power is cut. |
A Moderate Sabotage |
Engineer Technical Power 7 |
You’re able to sabotage simple and moderate devices in your field. |
Encounter | Martial, Technology
Standard Action | Touch
Requirement: You must have selected a field of expertise for this power, (Electronics, Machines or Structures). |
Effect: You are able to use the Mechanics to sabotage a specific type of technology. (Electronics, Mechanical, Structural, Weapons). See Chapter 5 – Skills – Mechanics – Sabotage for details. |
Analyze Structures |
Engineer Technical Power 7 |
You are able to analyze structures and learn there specifics. |
Encounter | Martial, Sight
Standard Action | Range Sight 6 |
Target: One structure
Attack: Technology vs. Complexity of Structure.
Hit: You become aware of the structure’s specifics. |
Special: (See chapter 5 technology skill). |
Rock your Target! |
Engineer Technical Power 7 |
Your able to modify a weapon so that it will shaken your target. |
Encounter | Martial, Weapon
Standard Action | Touch
Requirement: You must be able to handle the weapon for one standard action. |
Effect: Weapon gains the ability to push a target back 3 squares on it's next shot. |
Miss: Effect is wasted if next shot with that weapon misses. |
Engineer’s Luck |
Engineer Technical Power 7 |
Your luck as an engineer allows you to escape damage. |
Encounter | Martial
Immediate Interrupt | Personal
Trigger: You receive damage. |
Effect: You take half damage for this attack. |
Decipher Script |
Engineer Technical Power 9 |
You can decipher encryptions that hide the contents of files. |
Daily | Martial, Computer
Minor | Touch |
Effect: You able to decode a script with more success then normally. Gain a +5 bonus to Use Computer Checks dealing with deciphering encryption. |
Complex Electronic Enhancement |
Engineer Technical Power 9 |
You are able to tweak an electronic device to give it a temporary bouns when using it as a tool. |
Daily | Martial, Electronics
Minor | Touch |
Requirements: You must be able to work with the device for one standard action. |
Effect: Grant the electronics device a universal bonus of +6 for the rest of the day. |
Moderate Technical Advice |
Engineer Technical Power 9 |
You give a moderate technical advice to a fellow engineer to aid them with there craft based on your knowledge. |
Daily | Martial, Technology
Standard Action | Speaking Range
Requirement: You must have some understanding of how the technology works. A Knowledge Technology is sufficient. |
Effect: You grant a +4 bonus to any engineering, or mechanics check being made. |
Wound your Target! |
Engineer Technical Power 9 |
You’re able to modify a weapon so that it will wound your target. |
Daily | Martial, Weapon
Standard Action | Touch
Requirement: You must be able to handle the weapon for one standard action. |
Effect: Weapon gains 1d4 wounding dice for the next shot. |
Miss: Effect is wasted if next shot with that weapon misses. |
Shot on the Run |
Engineer Attack 9 |
Without breaking strides, you make two attacks against a single foe or two different targets. |
Daily | Martial, Weapon
Standard Actions | Ranged weapon
Target: One or two creatures
Attack: you can move your speed at any point during your move, you can make two Strength vs AC attacks with a melee weapon or two Dexterity vs. Ac attacks with a ranged weapon. |
Hit: 3 [W] + Strength modifier damage (melee) or 3 [W] + Dexterity modifier damage (ranged) per attack. |
Effect: Grant the electronics device a universal bonus of +4 for the rest of the day. |
Moderate Software Repairs |
Engineer Technical Skill 10 |
You’re able to repair simple and moderate software that has been damaged by virus or hackers. |
Daily | Martial, Computer
Standard Action | Personal
Requirement: A Computer |
Effect: Just by having this power you are able to use the Use Computer Skill to repair simple and moderate programs that have been damaged. Use Computer vs. DC 15, and takes 10 minute. |
Special: Not having this power will not allow you to repair any kind of software. Also this power includes repairing simple programs as well. (It is recommended you retrain your earlier repair power for something else). |
Repair Complex Electronics |
Engineer Technical Skill 10 |
You’re able to simple and moderate and complex electronics. |
Daily | Martial, Electronics
Standard Action | Personal |
Effect: Just by having this power you are able to use the Mechanics Skill to repair simple, moderate and complex electronics. However using this daily utility power will avoid the non-power penalties (+6 Hours, +10 DC). Reference to the chart in Chapter 5 – Skills – Mechanics – Repairs for details. |
Special: Not having this power will not allow you to repair any kind of electronics. Also this power includes repairing simple, moderate, and complex electronics as well. (It is recommended you retrain your earlier repair power for something else.) |
Repair Complex Machines |
Engineer Technical Skill 10 |
You’re able to repair simple, moderate and complex machines. |
Daily | Martial, Machines
Standard Action | Personal |
Effect: Just by having this power you are able to use the Mechanics Skill to repair simple, moderate and complex electronics. However using this daily utility power will avoid the non-power penalties (+6 Hours, +10 DC). Reference to the chart in Chapter 5 – Skills – Mechanics – Repairs for details. |
Special: Not having this power will not allow you to repair any kind of electronics. Also this power includes repairing simple, moderate and complex electronics as well. (It is recommended you retrain your earlier repair power for something else). |
Repair Complex Structures |
Engineer Technical Skill 10 |
You’re able to repair simple, moderate and complex Structures. |
Daily | Martial, Structures
Standard Action | Personal |
Effect: Just by having this power you are able to use the Mechanics Skill to repair simple, moderate and complex structures. However using this daily utility power will avoid the non-power penalties (+6 Hours, +10 DC). Reference to the chart in Chapter 5 – Skills – Mechanics – Repairs for details. |
Special: Not having this power will not allow you to repair any kind of electronics. Also this power includes repairing simple and moderate and complex structures as well. (It is recommended you retrain your earlier repair power for something else). |
Tactical Shift |
Engineer Technical Skill 2 |
Your able to tactically shift out of the way of harm. |
Daily | Martial
Immediate Interrupt | Ranged 10
Trigger: A creature hits you with a melee or ranged attack. |
Effect: The ally can shift a number of squares equal to 1 + Your Intelligence modifier. |
Expert’s Expertise |
Engineer Technical Skill 2 |
You’re so good at repairing you can do it a lot faster then most now. |
Daily | Martial
Minor Action | Personal |
Effect: You may reduce repair time by 40% with 1 desired type of repairs. (Electronics, Mechanical or Structural.) |
Engineer Adept's Paragon Tier Exploits
This is a list of the Engineer Adept's Paragon tiered Exploits.
Defeat Exceptional Security |
Engineer Technical Skill 13 |
You’re able to defeat simple, moderate, exceptional security measures when attempting to hack a network. |
Encounter | Martial, Computer
Standard Action | Personal |
Target: Selected computer network.
Attack: Use Computer Skill vs. 25 + Target’s Use Computer Skill.
Hit: You’ve successfully defeated security and you have gained entry to target’s network. |
Sustained Standard: You may use Advance Computer Operations to carry our your needs and will remain occupied for the duration of your work. |
Special: You are able to defeat simple, avarge, moderate, and expetional security as well with this power. |
Electro Magnetic Shield |
Engineer Technical Skill 13 |
Your able to use the electrical current to create an electron shied around you and the computer terminal. |
Encounter | Martial, large electronic devices
Standard Action | Area wall 3 with in 1 square of you. |
Effect: You conjure a wall of force of contiguous squares filled with ionized electrons. The wall can be up to 3 squares long, and six high. This wall circles you entirely like a dome. |
Special: As standard action, a creature can attack one square of the wall. Each square has 50 hit points. Any creature that makes a melee attack against the wall takes 2d6 electrical damage. |
A Complex Sabotage |
Engineer Technical Skill 13 |
You are able to sabotage simple, moderate, and complex devices in your field. |
Encounter | Martial, Technology
Standard Action | Touch |
Requirement: You must have selected a field of expertise for this power, (Electronics, Machines or Structures). |
Effect: You are able to use the Mechanics to sabotage a specific type of technology. (Electronics, Mechanical, Structural, Weapons). See Chapter 5 – Skills – Mechanics – Sabotage for details. |
Analyze Combat Capacity |
Engineer Technical Skill 13 |
You’re able to analyze the combat capacity of a creature, or machine. |
Encounter | Martial, Sight
Standard Action | Range Sight 6 |
Target: One creature or machine.
Attack: Science or Technology vs. Target |
Hit: You become aware of the creature’s or machine’s specifics. |
Creature’s Effects: You can learn his, Level, Strength, Dexterity, and Constitution score.
Special: (See chapter 5 technology and science skill). |
Knock em’ down! |
Engineer Technical Skill 13 |
Your able to modify a weapon so that it will be able to knock your foe down. |
Encounter | Martial, Weapon
Standard Action | Touch
Requirement: You must be able to handle the weapon one for one standard action. |
Effect: Weapon gains the ability to knock a target prone on it’s next shot. |
Miss: Effect is wasted if next shot with that weapon misses. |
Hit & Run |
Engineer Technical Skill 13 |
Let the others stand toe to toe with the monsters. You prefer to make your attack, then withdraw to safer ground. |
Encounter | Martial, Weapon
Target: One Creature
Attack: Strength vs AC |
Effect: If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target. |
Miss: Effect is wasted if next shot with that weapon misses. |
Creature’s Effects: You can learn his, Level, Strength, Dexterity, and Constitution score.
Special: (See chapter 5 technology and science skill). |
Remote Control Setup |
Engineer Technical Skill 15 |
You can set up a remote controlled access to any computer. |
Daily | Martial, Computer
Standard Action | Touch
Requirement: Access to galactic-network, defeated network’s security once already. |
Effect: You may set up remote access to a computer and can take control of them at anytime allowing you to buy pass security at your will when attempting to established connection to targeted computer. |
Advance Electronic Enhancement |
Engineer Technical Skill 15 |
You are able to tweak an electronic device to give it a temporary bonus when using it as a tool. |
Daily | Martial, Electronics
Minor Action | Touch
Requirements: You must be able to work with the device for one standard action. |
Effect: You may set up remote access to a computer and can take control of them at anytime allowing you to buy pass security at your will when attempting to established connection to targeted computer. |
Accurate Demolitions |
Engineer Technical Skill 15 |
You know exactly where to place the bombs |
Daily | Martial, Structural
Standard Action | Touch
Requirements: A successful usage of Analyze Structures Power. |
Effect: You place bombs without chance of error. |
Special: Demolitions normally requires a skill check. This power requires none. |
Complex Technical Advice |
Engineer Technical Skill 15 |
You give complex technical advice to a fellow engineer to aid them with their craft based on your knowledge. |
Daily | Martial, Technology
Standard Action | Speaking Range |
Requirement: You must have some understanding of how the technology works. A Knowledge Technology is sufficient. |
Effect: You grant a +6 bonus to any engineering, or mechanics check being made. |
Enhance Grenade |
Engineer Technical Skill 15 |
You enhance the effect of a grenade. |
Daily | Martial, Grenade Weapon
Standard Action | Touch
Requirement: You must be able to handle the grenade for one standard action.
Special Chooice Effect 1 or 2 |
Effect:1 Damage Grenades gain x1.5 damage. |
Effect:2 + Half the Engineer’s Level added to the Grenade’s typical DC. |
Inspire Other Engineers |
Engineer Technical Skill 13 |
Your work inspires other engineers to want to do something equal as cool! |
Daily | Martial, Engineering
No Action | Zone those near you.
Requirement: Some kind of successful results that shows off your awesome skills. |
Effect: All Engineer Adepts in range gain +5 bonus on Engineering, and Mechanics, or Use Computer skill, for the Day. |
Complex Software Repairs |
Engineer Technical Skill 16 |
You’re able to repair simple, moderate complex software that has been damaged by virus or hackers. |
Daily | Martial, Computer
Standard Action | Personal
Requirement: A Computer |
Effect: Just by having this power you are able to use the Use Computer Skill to repair simple, moderate, and complex programs that have been damaged. Use Computer vs. DC 20, and takes 20 minute. |
Special: Not having this power will not allow you to repair any kind of software. Also this power includes repairing simple, moderate as well complex programs. (It is recommended you retrain your earlier repair power for something else). |
Repair Advance Electronics |
Engineer Technical Skill 16 |
You’re able to simple and moderate, complex and advance electronics. |
Daily | Martial, Electronics
Standard Action | Personal |
Effect: Just by having this power you are able to use the Mechanics Skill to repair simple, moderate, complex and advance electronics. However using this daily utility power will avoid the non-power penalties (+6 Hours, +10 DC). Reference to the chart in Chapter 5 – Skills – Mechanics – Repairs for details. |
Special: Not having this power will not allow you to repair any kind of electronics. Also this power includes repairing simple, moderate, complex and advance electronics as well. (It is recommended you retrain your earlier repair power for something else.) |
Repair Advance Machines |
Engineer Technical Skill 16 |
You’re able to simple and moderate, complex and advance machines. |
Daily | Martial, Machines
Standard Action | Personal |
Effect: Just by having this power you are able to use the Mechanics Skill to repair simple, moderate, complex advance machines. However using this daily utility power will avoid the non-power penalties (+6 Hours, +10 DC). Reference to the chart in Chapter 5 – Skills – Mechanics – Repairs for details. |
Special: Not having this power will not allow you to repair any kind of machines. Also this power includes repairing simple, moderate, complex and advance machines as well. (It is recommended you retrain your earlier repair power for something else.) |
Repair Advance Structures |
Engineer Technical Skill 16 |
You’re able to simple and moderate, complex and advance structures. |
Daily | Martial, Structures
Standard Action | Personal |
Effect: Just by having this power you are able to use the Mechanics Skill to repair simple, moderate, complex advance structures. However using this daily utility power will avoid the non-power penalties (+6 Hours, +10 DC). Reference to the chart in Chapter 5 – Skills – Mechanics – Repairs for details. |
Special: Not having this power will not allow you to repair any kind of structures. Also this power includes repairing simple, moderate, complex and advance structures as well. (It is recommended you retrain your earlier repair power for something else.) |
Improve Weapon Emplacement |
Engineer Technical Skill 16 |
You’re able to modify a weapons to give them a one time po. |
Daily | Martial, Weapons
Standard Action | Touch
Requirements: You must be able to work with the gun emplacement for at least standard action. Pick one effect to apply |
Skill Check1: Mechanics vs DC 25
Effect1: Weapon deals an extra tow dice of damage |
Skill Check2: Mechanics vs DC 30
Effect2: Weapon ignores 5 points of Target’s Hardness / DR |
Skill Check3: Mechanics vs DC 35
Effect3: Weapon’s critical hit range is lowered by two numbers. |
Skill Check4: Mechanics vs DC 40
Effect4: Weapon ignores 10 points of target’s hardness /DR |
Special: The enhancement is wasted should the next shot miss. |
Paragon Expertise |
Engineer Technical Skill 16 |
You’re so good at repairing you can do it a lot faster then most now. |
Daily | Martial
Minor Action | Personal |
Effect: You may reduce repair time by 60% with 1 desired type of repairs. (Electronics, Mechanical or Structural.) |
Hide Evidence of Alteration |
Engineer Technical Skill 17 |
Your able to hide any evidence of alteration on someone else’s computer or network. |
Daily | Martial, Computer
Standard Action | Touch |
Effect: Effect1: You are allowed to make a Use Computer check (DC 20), a character can alter his or her identifying information. This imposes a –10 penalty on any attempt made to identify the character if his or her activity is detected. |
Cybernetics Expertise |
Engineer Technical Skill 17 |
You’re expertise with cybernetics allows you an easier time identifying there capabilities. |
Encounter | Martial, Sight
Standard Action | Ranged Sight 6
Target: All Cybernetic Implants
Attack: Technology vs Complexity of Devices |
Special:(See Chapter 5 Technology Skill) |
Hit: You become aware of the cybernetics capabilities. |
A Complex Sabotage |
Engineer Technical Skill 17 |
You’re able to sabotage simple, moderate and complex devices in your field. |
Daily | Martial, Technology
Standard Action | Touch
Requirement: You must have selected a field of expertise for this power, (Electronics, Machines or Structures). |
Effect: You are able to use the Mechanics to sabotage a specific type of technology. (Electronics, Mechanical, Structural, Weapons). See Chapter 5 – Skills – Mechanics – Sabotage for details. |
Analyze Weak Points |
Engineer Technical Skill 17 |
You’re able to detect weak points in any given situation. |
Encounter | Sight
Standard Action | Sight Range Sight 6 |
Attack: Technology vs. Complexity of structure, machinen, creature, device, or object. |
Effect:1 You know the weak points that could potentially deal the structure critical damage. Results will vary on what kind of bonuses this power yields. |
Set Weapons to Stun! |
Engineer Technical Skill 17 |
Your able to modify a weapon so that it will stun a target. |
Encounter | Martial, Weapon
Standard Action | Touch
Requirement: You must be able to handle the weapon for one standard action. |
Effect: Weapon gains the ability to push a target back 3 squares on it's next shot. |
Miss Effect is wasted if next shot with that weapon misses. |
Triple Shot |
Engineer Technical Skill 17 |
You have no other choice but to fight. So you stand your ground and shoot! |
Encounter | Martial, Weapon
Standard Action | Ranged Weapon
Target: One, two, or three creature. Attack:** Dexterity vs AC. |
Hit: 3 [W] + Dexterity Modifier Damage. |
Special: You can shoot one target three times 3[W] + Dex, or three different targets. 1[W] + Dex for each target. |
Encounter | Martial, Computer
No Action | Touch
Requirement: You must have defeated the network’s security, and have Hacker’s Finesse Power. |
Effect: You are allowed to make a Use Computer check (DC 20), a character can alter his or her identifying information. This imposes a –10 penalty on any attempt made to identify the character if his or her activity is detected. |
Crash Network |
Engineer Technical Skill 19 |
You’re able to crash a whole computer network. |
Daily | Martial, Computer
Standard Action | Personal
Requirements: Physical Access, or Defeated Network Security.
Attack: Use Computer vs DC 10 |
Effect: You cause all the computers on a network to lock up and it might even very well give the operator a fatal expression error. This causes the computer to lock up with annoying blue screen. |
Crush Robots |
Engineer Technical Skill 19 |
You SMITE ROBOS WICKEDLY! |
Daily | Martial, Weapon
Standard Action | Melee weapon
Requirements: Hammer
Target: One Robot |
Hit: 5 [W] + Intelligence modifier smashing damage. |
Complex Tools Mastery |
Engineer Technical Skill 19 |
You are able to master the simpler tools used by Engineers. |
Daily | Martial, Mechanical
Standard Action | Touch
Requirements: Must select one of the following categories electronics, mechanical, structural, weapons. |
Effect: You gain +4 when you use tools dealing with that field for the entire day |
Advance Technical Advice |
Engineer Technical Skill 19 |
You give complex technical advice to a fellow engineer to aid them with their craft based on your knowledge. |
Daily | Martial, Technology
Standard Action | Speaking Range
Requirement: You must have some understanding of how the technology works. A Knowledge Technology is sufficient. |
Effect: You grant a +8 bonus to any engineering, or mechanics check being made. |
A dangerous weapon |
Engineer Technical Skill 19 |
Your able to modify a weapon so that it will double the crit range of a weapon for one attack. |
Encounter | Martial, Weapon
Standard Action | Touch
Requirement: You must be able to handle |
Effect: The weapon's crit range is doubled. |
Miss: Effect is wasted if next shot with that weapon misses. |
Epic Expertise |
Engineer Technical Skill 19 |
You’re so good at repairing you can do it a lot faster then most now. |
Daily | Martial
Minor Action | Personal |
Effect: You may reduce repair time by 80% with 1 desired type of repairs. (Electronics, Mechanical or Structural.) |
Engineer Adept's Epic Tier Exploits
This is a list of the Engineer Adept's Epic tiered Exploits.
Advance Software Repairs |
Engineer Technical Skill 22 |
You’re able to repair simple, moderate, complex, and advance software that has been damaged by virus or hackers. |
Daily | Martial, Computer
Standard Action | Personal
Requirement: A Computer |
Effect: Just by having this power you are able to use the Use Computer Skill to repair simple, moderate, complex, and advance programs that have been damaged. Use Computer vs. DC 25, and takes 30 minute. |
Special: Not having this power will not allow you to repair any kind of software. Also this power includes repairing simple programs as well. (It is recommended you retrain your earlier repair power for something else). |
Epic Repair Machine |
Engineer Technical Skill 22 |
You’re able to repair epic scale machines that have been damaged. |
Daily | Martial, Mechanical
Standard Action | Personal |
Effect: Just by having this power you are able to use the Mechanics Skill to repair epic machines. However using this daily utility power will avoid the non-power penalties (+6 Hours, +10 DC). Reference to the chart in Chapter 5 – Skills – Mechanics – Repairs for details. |
Epic Repair Structural |
Engineer Technical Skill 22 |
You’re able to repair epic scale structures that have been damaged. |
Daily | Martial, Structural
Standard Action | Personal |
Effect: Just by having this power you are able to use the Mechanics Skill to repair epic machines. However using this daily utility power will avoid the non-power penalties (+6 Hours, +10 DC). Reference to the chart in Chapter 5 – Skills – Mechanics – Repairs for details. |
True Strikeing Weapon |
Engineer Technical Skill 22 |
You apply a one time sured attack modfication to the weapon. |
Daily | Martial, Weapon
Standard Action | Personal |
Requirement: You must be able to handle the weapon to apply the bonus. |
Effect: This power allows you to apply your half your engineer’s level as a temporary enhancement bonus for weapons to hit roll. |
Miss: If the weapon misses then the bonus ends. |
Defeat Maximum Security |
Engineer Technical Skill 23 |
You’re able to defeat simple, moderate, exceptional, and Maximum Security measures when attempting to hack a network. |
Target: Selected computer network.
Attack: Use Computer Skill vs. 25 + Target’s Use Computer Skill.
Hit: You’ve successfully defeated security and you have gained entry to target’s network. |
Sustained Standard: You may use Advance Computer Operations to carry our your needs and will remain occupied for the duration of your work. |
Special: You are able to defeat simple, average, moderate, exceptional, and maximum security as well with this power. |
Mega Overload Terminal |
Engineer Technical Skill 23 |
Reroute power to a specific terminal to cause an overload and explosion. |
Encounter | Martial, Electronics
Standard Action | Close Burst 9 |
Target: Everyone in side blast area.
Attack: Reflex vs Intelligence
Hit: 6d10 electrical damage. |
Special: Computer terminal is destroyed. |
Epic Sabotage |
Engineer Technical Skill 23 |
You’re able to epic devices in your field. |
Daily | Martial, Technology
Standard Action | Touch |
Requirement: You must have selected a field of expertise for this power, (Electronics, Machines or Structures). |
Effect: You are able to use the Mechanics to sabotage a specific type of technology. (Electronics, Mechanical, Structural, Weapons). See Chapter 5 – Skills – Mechanics – Sabotage for details. |
A Deadly Weapon |
Engineer Technical Skill 23 |
You can modify a weapon to deliver a deadly blow in one swing or shot. |
Daily | Martial, Weapon
Standard Action | Touch
Requirement: You have to be able to handle the weapon for one standard round |
Requirement: You must have selected a field of expertise for this power, (Electronics, Machines or Structures). |
Effect: Weapon gains a one time use temporary prosperity slaying prosperity. Any one damaged by it must make a Fortitude Save vs Death. DC: 10 + Half the Engineers Level. |
Miss: If the weapon misses then the bonus ends. |
Epic Cover Tracks |
Engineer Technical Skill 25 |
Your able to hide any evidence of alteration on someone else’s computer or network. |
Daily | Martial, Computer
Standard Action | Touch |
Effect: Effect1: You are allowed to make a Use Computer check (DC 20), a character can alter his or her identifying information. This imposes a –20 penalty on any attempt made to identify the character if his or her activity is detected. |
Epic Electronic Enhancement |
Engineer Technical Skill 25 |
You are able to tweak an electronic device to give it a temporary bonus when using it as a tool. |
Daily | Martial, Electronics
Standard Action | Touch
Requirement: You must be able to work with the device for one standard action. |
Effect: Grant the electronics device a universal bonus of +5 for the rest of the day |
Epic Tool Mastery |
Engineer Technical Skill 25 |
You’re able to master the epic tools used by Engineers. |
Daily | Martial, Mechanical
Standard Action | Touch
Requirement: Must select one of the following categories electronics, mechanical, structural, weapons. |
Effect: You gain +8 when you use tools dealing with that field for the entire day. |
Epic Technical Advice |
Engineer Technical Skill 25 |
You give complex technical advice to a fellow engineer to aid them with their craft based on your knowledge. |
Daily | Martial, Technology
Standard Action | Speaking Range
Requirement: You must have some understanding of how the technology works. A Knowledge Technology is sufficient |
Effect: You grant a +10 bonus to any engineering, or mechanics check being made. |
Epic Armor Fortification |
Engineer Technical Skill 25 |
Your able to fortify a piece of armor for the on coming battle! |
Daily | Martial, Armor
Standard Action | Touch
Requirements: You must be able to work with the armor for a standard action. |
Effect: Armor receives a temporary +4 AC, and 10/- damage reduction for the duration of the day. |
Unconventional Hacking Method |
Engineer Technical Skill 27 |
You’re able to hack anything using any digital device that is able to connect to the galactic-network. |
Encounter | Martial, Computer
Standard Action | Personal
Requirement: Digital Device that can be connected to the galactic-network. |
Effect: You can use any electronically device as a device to hack into something. |
More Power Scotty! |
Engineer Technical Skill 27 |
You’re able to push a machine’s to its fullest potential. |
Encounter | Martial, Electronics
Standard Action | Touch |
Effect: Provides more power to a device. Increasing operations by 30% |
Complete Analyzes |
Engineer Technical Skill 27 |
You can completely analyzes an electronics device, structure, machine, weapon, or computer. |
Encounter | Martial, Technology
Standard Action | Sight Range 6
Target: One Creature, Computer, Machine, Structure, or weapon |
Effect: You learn all there is to know about selected target and all it’s status, technical numbers, powers, and armor class, bounces and so on. |
Hack the Gibson |
Engineer Technical Skill 29 |
There are just those servers you don’t dare to hack. Now… you dare too. |
Daily | Martial, Computer
Minor Action | Personal |
Effect: You may use this ability before attempting to defeat security on one of the networks that are linked to the Gibson. |
Prototype: Electronic Device |
Engineer Technical Skill 29 |
You don't have the plans to perform an experment but that wont' stop you! |
Daily | Martial, Electronics
No Action | Touch |
Effect: This power allows you to cross any requirement that you might need when working on an experiment or attempt to make an electronic device without plans. Doing this will increase any Engineer Checks needed by +20. The resulting product constructed is now known as a prototype and you have developed your own set of plans to construct this device again. |
Prototype: Mechanical Device |
Engineer Technical Skill 29 |
You don't have the plans to perform an experment but that wont' stop you! |
Daily | Martial, Mechanical
No Action | Touch |
Effect: This power allows you to cross any requirement that you might need when working on an experiment or attempt to make machine without plans. Doing this will increase any Engineer Checks needed by +20. The resulting product constructed is now known as a prototype and you have developed your own set of plans to construct this device again. |
Epic Technical Advice |
Engineer Technical Skill 29 |
You gives complex technical advice to a fellow engineer to aid them with their craft based on your knowledge. |
Daily | Martial, Technology
Standard Action | Speaking Range
Requirement: You must have some understanding of how the technology works. A Knowledge Technology is sufficient. |
Effect: You grant a +10 bonus to any engineering, or mechanics check being made. |
Engineer Adept's Paragon Classes
This is a list of the Engineer Adept's Paragon Classes
Computer Expert
“With computers I can do anything.”
Prerequisite: Engineer Adept
You become an expert at manipulating computers to do your will. These engineers have the knowledge to use computers for good or for worst. Those who use it as a instrument of power become known as hackers. Cyber terrorist in the eyes of the law, while those who use there skills to advance computer technology are known as scientist.
Computer Expert Path Feature:
Hacker’s Action (11th level): You can spend an action point to re-roll failed, Use Computer checks.
Cyber-Streetwise: (11th level): You know exactly where to look for things on the galactic-network, both illegal and legal. You gain a +5 Use Computer check when locating information on the network by spending an action point.
Software Engineer: (16th Level): It takes you half the time to write programs. Reduce experiments work time by 50%
Implement Security |
Computer Adept Technical Skill 11 |
You design security measures for a selected computer network. |
Encounter | Martial, Computer
Standard Action | Touch
Requirements: Computer |
Effect: You place your own personal security system upon on a network that already has a base security program. By adding your own features you bonuses the base programs by half your level. |
Team Hacking |
Computer Adept Technical Skill 12 |
You and several other engineers can team up and hack a server together. |
Daily | Martial, computer
Standard Action | Personal
Requirements: Another computer engineer. |
Effects: When every you fail a Use Computer check dealing with network security, and other checks required to change, or damage another network. Get a chance to roll as well to avoid failure. |
Control Network |
Computer Adept Technical Skill 20 |
You can take control of an entire network and make it do as you need. |
Daily | Martial, computer
Standard Action | Personal
Requirements: Defeated Security, Access to Galactic-Network. |
Effect: You can manipulate all the computers to do as you will. Taking control of networks often allows you to open doors turn off lights, cut power to specific parts of compounds. |
Electronic Expert
“Now check this new board out! It has 512 tera-bit converter!”
Prerequisite: Engineer Adept
You become an expert with the hardware of computers. You understand how they work, how they interact with the computer and how to physical alter or tweak them for better output results. These experts are very important and often make up the core of all technology.
Electronics Expert Path Feature:
Stop the short! (11th level): You can spend an action point to re-roll failed, mechanics checks dealing with electronics.
Electronics-Streetwise: (11th level): You know exactly where to look for things on the galactic-network, both illegal and legal when attempting to acquire specific hardware. You gain a +5 Use Computer or Streetwise check when locating information on the network by spending an action point.
Hardware Engineer: (16th Level): It takes you half the time to engineer specific hardware. Reduce experiments work time by 50%
Magnetic Short |
Computer Adept Technical Skill 11 |
You set a computer terminal to overload and generate a electro magnetic field damaging other computer devices in the area. |
Encounter | Martial, Electronics
Standard Action | Range burst3
Requirements: Computer Terminal / Device
Target: All electronics in burst area.
Attack: Electronics quality vs. engineer’s level |
Effect: You ring the device to create a magnetic field that will short its self and other computer devices out. These devices will need to be repaired by an expert. |
Analyzes: Electronics |
Computer Adept Technical Skill 12 |
You’re able to analyze electronics for their specifics. |
Encounter | Martial, Sight
Standard Action | Ranged Sight 6
Target: One Electornical Device
Attack: Technology vs Complexity of Device. |
Hit: you become aware of the hardware’s capabilities. |
Special (See Chapter 5 Technology skill) |
Jury-Rig Electronically Devices |
Computer Adept Technical Skill 20 |
You can get broken electronics to work temporarily, or make them do things they weren’t originally intend to do with risk to them. |
Encounter | Martial, Electronics
Standard Action | Touch |
Effect1: You may use you know how to get one last use of a electronic device before it fails. |
Effect2: You may attempt to make a device go beyond its factory tested abilities. In common cases you may over clock a computer, squeeze more performance from hardware temporarily (+2 circumstance bonus, it may stack) |
Mechanical Expert
“Don’t fly in anything with T-16 Engine. Those things fall right out of the sky!”
Prerequisite: Engineer Adept
You become an expert with the machinery used in everyday life. You understand how they work, how they interact with the computer and how to physical alter or tweak them for better output results. These experts are very important and often the repairmen of the universe.
Mechanical Expert Path Feature:
Emergency Repair (11th level): You can spend an action point to re-roll failed, mechanics checks dealing with repairs.
Mechanic’s Streetwise: (11th level): You know exactly where to look for things on the galactic-network, both illegal and legal when attempting to acquire specific hardware. You gain a +5 Use Computer or Streetwise check when locating information on the network.
Mechanic’s Expertise: (16th Level): It takes you half the time to engineer specific hardware. Reduce experiments work time by 50%
Salvage Expertise: |
Computer Adept Technical Skill 11 |
Your very experienced at salvaging parts from destroyed mechanical devices. |
Encounter | Martial, Mechanical
Standard Action | Touch
Requirements: Mechanical Device |
Effect: When using mechanics to salvage mechanical devices reduce the duration by 50% |
Mechanic’s Tools |
Engineering Adept Technical Skill 11 |
You are skilled in using your tools as weapons. |
At-will | Weapon
Standard Action | Ranged or Melee
Target: One Creature
Attack: Dexterity vs AC (Ranged) or Strength vs AC (Melee) |
Hit: 1 [W] + Dexterity (Ranged) or + Strength (Melee)* |
Increases damage to 2 [W] + Dexterity (Ranged) or + Strength (Melee) |
Jury-Rig Mechanical Devices: |
Computer Adept Technical Skill 11 |
You can get broken machines to work temporarily, or make them do things they weren’t originally intended to do with risk to them.. |
Encounter | Martial, Mechanical
Standard Action | Touch
Requirements: Mechanical Device |
Effect1: You may use you know how to get one last use of a electronic device before it fails. |
Effect2: You may attempt to make a device go beyond its factory tested abilities. In common cases you may over clock a computer, squeeze more performance from hardware temporarily (+2 circumstance bonus, it may stack) |
Structural Expert
“It’s weakest point is the joins. That’s where you’ll want to hit it.”
Prerequisite: Engineer Adept
You become an expert with structures that everyone interacts with in a given day. You understand how they are put together, there weak points, and there strengths. These experts are very important and often considered the arcatechs of the universe.
Structural Expert Path Feature:
Structural Mathematics (11th level): You can spend an action point to re-roll failed, spot checks dealing with analizations.
Mechanic’s Streetwise: (11th level): You know exactly where to look for things on the galactic-network, both illegal and legal when attempting to acquire specific hardware. You gain a +5 Use Computer or Streetwise check when locating information on the network by spending an action point.
Structural Expertise: (16th Level): It takes you half the time to engineer specific structures. Reduce experiments work time by 50%
Analyze Structures |
Structural Technical Power 11 |
You are able to analyze structures and learn there specifics. |
Encounter | Martial, Sight
Standard Action | Range Sight 6 |
Target: One structure
Attack: Technology vs. Complexity of Structure.
Hit: You become aware of the structure’s specifics. |
Special: (See chapter 5 technology skill). |
Good, Idea Friend! |
Structural Technical Power 12 |
You're inspired by an idea from one of your peers that aren't exactly knowledge in this field. |
Daily | No Action
Immediate Reaction
Trigger:1 suggestion that could make seance. |
Effect: You gain a +5 circumstance bonus applied to ether engineer or mechanics skill for the next roll. |
Jury-Rig Structures |
Structural Technical Power 20 |
You can get broken electronics to work temporarily, or make them do things they weren’t originally intend to do with risk to them. |
Encounter | Martial, Structural
Standard Action | Touch |
Effect: You may stabilizes a failing structure with temporary fixes. An structures beyond its integrity point (negative hull points). You may stop it from falling apart. |
Weapons Adept Expert
“This weapon will be a dangerous one!”
Prerequisite: Engineer Adept
You become an expert with structures that everyone interacts with in a given day. You understand how they are put together, there weak points, and there strengths. These experts are very important and often considered the arcatechs of the universe.
Structural Expert Path Feature:
Weapon Mastery (11th level): You can spend an action point to re-roll failed skill checks dealing with modifying weapons.
Weapon's Streetwise: (11th level): You know exactly where to look for things on the galactic-network, both illegal and legal when attempting to acquire specific hardware. You gain a +5 Use Computer or Streetwise check when locating information on the network by spending an action point.
Weapon Expertise: (16th Level): It takes you half the time to engineer specific weapons. Reduce experiments work time by 50%
Poison your Target! |
Weapon Adept Technical Power 11 |
Your able to modify a weapon so that it will poison your target. |
Encounter | Martial, Weapon
Standard Action | Touch
Requirement: You must be able to handle the weapon for one standard action. |
Effect: Weapon gains the ability to apply 1 poison effect described in the Dungeons Masters Guide |
Miss: Effect is wasted if next shot with that weapon misses. |
Shattering Shot! |
Weapon Adept Technical Power 18 |
Your able to modify a weapon so that it will shatter hardness. |
Encounter | Martial, Weapon
Standard Action | Touch
Requirement: You must be able to handle the weapon for one standard action. |
Effect: You ignore hardness of armor for one attack. |
Miss: Effect is wasted if next shot with that weapon misses. |
Speical: You cannot ignore adamentium hardness. |
Complete Armor Fortification |
Weapon Adept Technical Power 20 |
Your able to modify a weapon so that it's harndess will be as strong as adamentium. |
Encounter | Martial, Armor
Standard Action | Touch
Requirement: You must be able to handle the weapon for one standard action. |
Effect: You give a selected armor damage reduction 30/- for 200 damage before it fails. |
Special: Adamentium ignores the reduction. |