Field Mechanic (4e Future Origin)
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Field Mechanic[edit]
Wench with Wrench by macbaby, on Flickr |
The Field Mechanic is a valued addition to any space ship, colony, or space station. Some of the most historic battles in recent history have won or lost by the skills of mechanics mid-battle. Outside of combat Field Mechanics are invaluable in applied fusion technological application testing and anywhere fusion power is part of life. Only the Mummies, with their advanced bio-tech, might risk starting a colony without a field mechanic.
Appearance: Depending on the jobs mechanics can be grungy, professional, or wearing Bio-Fuse!Gear(TM).
Field Mechanic Traits |
Ability: Intelligence |
Power Source: Fusion; +2 to Fusion overcharge. |
Skill Bonus (Level 1): Gain a +4 bonus to Mechanics checks. |
Patient (Level 1): Gain a +2 bonus to Will |
Tech Affinity (Level 1): Gain a +2 bonus to checks to see if your Prototypes burns out. |
Field Mechanic Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage. If the target is a robot, each creature adjacent to it takes 5 thermal damage. |
Self Defense | Fusion Novice |
"Don't worry about me, I've been in rough spots before." | |
At-Will Physical, Weapon | |
Standard Action | Melee weapon |
Target: One creature | |
Attack: Intelligence + your level + weapon accuracy vs. AC | |
Hit: 1[W] physical damage, and you gain a +1 bonus to one of Fortitude, Will or Reflex until the end of your next turn. |
Modify | Fusion Utility |
"Look if you want to try to decode this programming code that uses hyperspace math as a function of logic, be my guest." | |
Encounter | |
Standard Action | Personal |
Target: One weapon held by yourself or an adjacent ally. | |
Effect: The weapon gains a damage bonus equal to your level until the end of the encounter. In addition, make a Mechanics check against a DC of 12 + the weapon's tech level. If you succeed, the weapon causes one of the following damage types until the end of the encounter: Thermal, electric, photon, compressive or ion.
If an attack roll with a modified weapon is a natural 1, the weapon malfunctions and cannot be used until your next rest. |
Massive Malfunction | Mechanic Expert |
A combination of deactivated failsafes, inappropriate hyperspace logic and overloaded capacitors makes your repair tool into a lethal weapon. | |
Encounter Fusion, Electric | |
Standard Action | Close blast 3 |
Target: All creatures in the blast | |
Attack: Intelligence Modifier + your level vs. Reflex | |
Hit: 3d6 + the amount the attack roll exceeded defense electric damage. | |
Effect: The target takes 5 ongoing electric damage (save ends). |
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