🎲 D&D Companion

Machinist

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The Machinist draws their power from their own vast intellect. By pushing the boundaries of mechanical science, they build the devices that were previously unimaginable. In more modern times, as machines become more commonplace, machinists are often turned to as the forefront of combatants - a major reason why their suits of armor are something of a staple of their craft. Machinists typically focus their efforts in Fortitude and Crafting Armor/Clothing. Common secondary focuses are Software, Athletics, and any Hardware skills.

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Shieldsmithgenerated name

cols A-C ยท levels 4-6 ยท 5 abilities
LvlCellAbilityCostRules
4B4Shield600 act600 actions. Requires 10 Steel. You create a shield of your own design. It requires 6 Athletics to wield and provides +4 Reflex and Fortitude, with a penalty of -1 Stealth. Weapons/Tools Crafting.
Upgrades:
  1. Shield + (L5) โ€” Shield requires 14 Athletics to wield and provides +10 Reflex and 8 Fortitude, with a penalty of -5 Stealth.
5A5Force Shield600 act600 actions. You customize your Shield. While you are wielding it, its Reflex and Fortitude bonuses apply to all allies next to you. Hardware: Weaponry.
5B5Magna Shield600 act600 actions. You customize your Shield. While wielding it, you may choose for any physical Ranged attacks aimed at allies next to you to target you instead. This can be done as often as you'd like. Hardware: Weaponry.
5C5Nega-Shield600 act600 actions. You customize your Shield. While wielding it, you may use Negate once per battle. Negate: Upon being attacked, you may immediately add your Level to your Armor. Lasts for 1 attack. Hardware: Weaponry.
6B6Aegis Shield600 act600 actions. You customize your Shield. While wielding it, you may grant an ally you can see a 20 Temp HP shield as a Reaction. This can only be done once per battle. Hardware: Weaponry.

Fabricatorgenerated name

cols D-H ยท levels 1-12 ยท 17 abilities
LvlCellAbilityCostRules
1F1Weaponize24 act24 actions. Adds a bonus effect to a non-magical weapon based on its type. Bludgeoning: Adds a chance to stun an enemy on attack. Roll 1d6, stuns enemy on a 6. Piercing: Attacks bypass 2 armor. Slashing: Attacks can affect 2 enemies, as long as they are both adjacent to you. Effect is permanent. Hardware: Weaponry.
2D2RepairPassivePassive. You gain +3 to all Hardware skills when repairing a non-magical object, and have a critical success on a roll of 19-20.
Upgrades:
  1. Repair + (L3) โ€” +3 to all Hardware skills, and have a critical success on a roll of 18-20.
  2. Repair ++ (L4) โ€” You may take the higher of 2d20 rolls when using a Hardware skill to repair a non-magical object.
2E2EngineerPassivePassive. You gain +3 to Weapon/Tools Crafting, and have a critical success on a roll of 19-20.
Upgrades:
  1. Engineer + (L3) โ€” +3 Weapon/Tools Crafting, and have a critical success on a roll of 18-20.
  2. Engineer ++ (L4) โ€” You may take the higher of 2d20 rolls when using Weapon/Tools Crafting.
2F2ArmorerPassivePassive. You gain +3 to Armor/Clothes Crafting, and have a critical success on a roll of 19-20.
Upgrades:
  1. Armorer + (L3) โ€” +3 Armor/Clothes Crafting, and have a critical success on a roll of 18-20.
  2. Armorer ++ (L4) โ€” You may take the higher of 2d20 rolls when using Armor/Clothes Crafting.
2G2Sharpen18 act18 actions. Sharpens a non-magical melee weapon, making it deal 1d extra damage. Each weapon can only be sharpened once. Hardware: Weaponry.
Upgrades:
  1. Sharpen + (L3) โ€” Instead of adding 1d of damage, doubles the dice rolled.
  2. Sharpen ++ (L4) โ€” Now applicable to arrows, bolts, and bullets.
2H2Extend24 act24 actions. Doubles the range of any non-magical weapon. Each weapon can only be extended once. Hardware: Weaponry.
3F3Exo-Armor600 act600 actions. Requires 5 Leather + 10 Steel. You create a suit of Exo Armor. It requires 4 Fortitude to wear, provides 5 Armor, reduces Stealth by -10, and has a Level 1 Enchantment capacity. Armor/Clothes Crafting.
Upgrades:
  1. Exo-Armor + (L4) โ€” Exo Armor now requires 8 Fortitude and provides 10 Armor.
4E4Boots600 act600 actions. Requires 2 Leather + 4 Steel. You create a pair of boots that must be worn with the Exo-Armor/Mecha Suit. It requires 8 Fortitude to wear, and provides 1 of these bonuses: Jackboots: Gives you +3 Acrobatics and +3 Move actions each turn. Magna Boots: 1 action. You magnetize yourself to a surface. You can only use 2 Move actions per turn, but can climb vertical surfaces and cannot be moved against your will. 1 action to switch off. Rocket Boots: Allows you to fly 1 space per action. Armor/Clothes Crafting.
4F4Gloves600 act600 actions. Requires 2 Leather + 4 Steel. You create a pair of gloves that must be worn with the Exo-Armor/Mecha Suit. It requires 8 Fortitude to wear, and provides 1 of these bonuses: Catching: As a reaction, you may add +7 Reflex against a projectile shot against you. This will cost a Weapon action on your next turn. Shifting: As long as you are Unarmed, you may shift your gloves into 1H Light Weapons or Shields. You must meet the requirements of these weapons, and if they are Ranged, you must provide ammo. It takes 5 actions to shift. Technomancy: You gain +5 Software. Armor/Clothes Crafting.
4G4Helm600 act600 actions. Requires 2 Leather + 4 Steel. You create a helmet that must be worn with the Exo-Armor/Mecha Suit. It requires 8 Fortitude to wear, and provides 1 of these bonuses: IR-X Scanner: Provides X-Ray vision, allowing you to see through material up to 12 spaces away. Also grants +4 Detection against hidden targets within 4 spaces. Telescopic Lens: Allows you to see distant objects with ease. You gain +5 Detection and +5 Ranged Attack against targets at least 20 spaces away. Universal Translator: Grants you +5 Linguistics when reading, speaking, or listening to foreign languages. You must be concentrating only on these activities. Armor/Clothes Crafting.
8F8TransformerPassivePassive. You may modify your built Boots, Gloves, and Helm to house all bonuses instead of 1 each. However, only 1 bonus can be active per item. It takes 5 actions to switch an item's bonus. Armor/Clothes Crafting.
11F11Mecha Suit600 act600 actions. Requires 5 Leather + 15 Steel. You create a Mecha Suit. It requires 12 Fortitude to wear, provides 15 Armor, and reduces Stealth by -10. Armor/Clothes Crafting.
Upgrades:
  1. Mecha Suit + (L12) โ€” Mecha Suit now requires 16 Fortitude to wear, and its material must be stronger than Steel. It now provides 20 Armor.
12D12Artillery24 act24 actions. You attach a Ranged weapon to a Mecha Suit. While that armor is worn, the weapon fires and reloads with its individual action costs. It will still require ammunition. Only 1 weapon may be attached per Mecha Suit. Hardware: Weaponry.
12E12Mind Of The MachinePassivePassive. You may use 1/2 your Software score (rounded down) in place of your Will score. Software.
12F12Overdrive2 act2 actions. You may make a Weapon action for every Move action you make, regardless of its action cost. Lasts 3 turns. After this, you lose 4 actions per turn for 5 turns. Hardware: Weaponry.
12G12Reprogram24 act24 actions. Targets an adjacent Construct being. The target loses 6 actions per turn while you are using this ability. Once it is used, the target will follow your every command. Lasts until target is reprogrammed or destroyed. Software vs Will.
12H12SuperchargePassivePassive. Whenever attacked with Lightning, you may add the total damage done to your next successful Weapon attack. Hardware: Machinery.

Cyberneticistgenerated name

cols I-L ยท levels 5-8 ยท 10 abilities
LvlCellAbilityCostRules
5I5Cyberware: Donning600 act600 actions. You install cybernetic plating into yours or an ally's body, allowing them to summon something you've built from any distance. If it is armor, donning it requires 1 action + 1 action for every 4 spaces away it was. Hardware: Machinery.
5J5Cyberware: Emitter600 act600 actions. You install a cybernetic frequency emitter into yours or an ally's body, allowing them to make an Aggression roll against all enemies within 2 spaces per turn, free of action costs. Hardware: Machinery.
5K5Cyberware: Solar600 act600 actions. You install cybernetic chloroplasts into yours or an ally's body. Their skin turns slightly green, but as long as they spend 1 hour per day in the sun, they do not need to eat or sleep. While they are in the sun, they also heal 1HP per turn. Hardware: Machinery.
5L5Cyberware: Joints600 act600 actions. You install cybernetic joints into yours or an ally's body, giving them +3 Acrobatics and +3 Athletics. They also gain +6 Fortitude against grappling or tripping attacks. Hardware: Machinery.
6I6Cyberware: EMP600 act600 actions. You install a cybernetic EMP projector into yours or an ally's body. Once per day, they may spend 3 actions to instantly shut down all machinery within 10 spaces for 5 turns. If any Constructs are affected, this rolls your Hardware: Machinery skill against their Fortitude. Hardware: Machinery.
6J6Cyberware: Injector600 act600 actions. You install a cybernetic injector into yours or an ally's body. This injector can contain 3 liquids, up to a vial's worth of each. For 1 action, the ally may immediately inject 1 liquid of their choosing. Each container takes 4 actions to refill. Hardware: Machinery.
6K6Cyberware: Scanner600 act600 actions. You install cybernetic scanners into yours or an ally's body, allowing them to make the higher of 2d20 rolls when using Detection against hidden objects. Hardware: Machinery.
7J7Cyberware: Bloodpurge600 act600 actions. You install cybernetic nanobots into yours or an ally's body that hunt down most diseases and poisons. They may spend 1 action to flush out any toxins in their body. Hardware: Machinery.
7K7Cyberware: Encephalon600 act600 actions. You install a cybernetic data storage unit into yours or an ally's body, giving them +1 Detection. They now have a photographic memory, and can take the higher of 2d20 rolls for any Intelligence skill, so long as it is something they've done or witnessed before. Hardware: Machinery.
8J8Cyberware: Nanobots600 act600 actions. You install cybernetic controllers into yours or an ally's body, giving them control over a Nanoswarm. This swarm is made of up flea-sized bots that hover around their controller. They have 4 HP, but can only take 1 Damage per attack. They have 13 Reflex, 13 Fortitude, and 0 Will. Their functions are: 1 action: Float up to 2 spaces. 5 actions: Deal 1d10 Lightning damage to an adjacent target (Doubled if target has more than 7 Armor). 4 actions: Heal an adjacent ally for 1d4 HP. X actions: Report. Action cost varies on how much there is to report, and they can only communicate with their controller. Hardware: Machinery.