Yesterday, in honor of May the Fourth, White Star was released. I read through it yesterday, and it is a damned good game. There are some small issues I have with it (and I’ll cover those in a review I’ll write over the weekend)…
One thing I thought was missing was a tech type class… As I was drifting off to sleep I thought it the LotFP Specialist class would be a perfect fit for this… So I typed it up this AM. Hope you enjoy.
PDF Version: Tech Specialist
Pilots may be hot shot flying aces and can do quick fixes on a starship, it takes a Tech Specialist to keep one running indefinitely. Tech Specialists know the ins and outs of almost any gizmo, or are able to muddle along until they figure it out and can utilize it. Tech Specialists are always needed on a starship, space station, or ground bound in a factory. They etch out their living fixing what others mess up and break.
Tech Specialist are not frontline fighters, but know how to take care of themselves. Many receive combat training, knowing that eventually they may take a job that calls for them to be in the thick of things while attempting to fix a laser turret or shield generator.
Table: Tech Specialist Advancement
Tech Specialist Class Abilities
Weapon and Armor Restrictions: Tech Specialists prefer to stay out of combat unless it is absolutely necessary. However they know that sometimes they have to get into the thick of it. A Tech Specialist can only wear light armor and their weapons are limited to clubs, daggers, firearms, grenades, mono-daggers, mono-swords, laser pistols, and laser rifles.
Skills: A Tech Specialist has a deeper understanding of the technological universe than most others. They delve into the circuitry of gadgets, starships, ground vehicles, and even robots, seeking a deeper understanding of what makes them tick.
The Tech Specialist begins with a “1 in 6” chance to accomplish any of these skills, but also has 4 points to allocate at level 1. Each level gained grants an additional 2 points.
When using abilities, the player rolls a 1d6, if the result is equal to or less than the skill, the action is successful. If a Tech Specialist has a 6 in a skill, they roll 2d6, and only if both dice come up a 6 does the action fail.
For Sneak Attack the bonus damage is increased by +1 for every point in the skill. A sneak attack can be delivered by a melee or ranged attack so long as the target is unaware of the Tech Specialist (IE. Gymbo the Tech Specialist has made a successful sneak attack with a laser rife against a space pirate. The Tech Specialist has a +2 in Sneak Attack, so the final damage would be 2d6+2).
Architecture (1 in 6)
Survival (1 in 6)
Climb (1 in 6)
Languages (1 in 6)
Open Door (1 in 6)
Search (1 in 6)
Sleight of Hand (1 in 6)
Sneak Attack (1 in 6)
Stealth (1 in 6)
Tinkering (1 in 6)
Tactics (1 in 6)
Tech (1 in 6)
Saving Throw: Tech Specialist receive a +2 bonus on Saving Throws against explosions and environmental hazards.
Tinker: Once per session a Tech Specialist is able to use the items at hand to create one of the following listed below if they succeed on a Tinkering Skill roll (or the GM can simply rule that they always succeed since this is a once per day ability): Many of these items function like Advanced Equipment in White Star, pg 93.
- Personal Shield: This item functions like the device described in White Star except it only absorbs 15 points of damage before shorting out and becoming useless. (15 points).
- Phase Shield: This item functions like the device described in White Star except it only allows one passage through a wall before being rendered useless.
- Psychic Inhibitor: This item functions like the device described in White Star except it only allows the wearer to be immune to one psychic attack or ability before shorting out.
- Stealth Armor: This item functions like the device described in White Star except it can only be used once before being rendered useless.
- Field Meds: When a medkit isn’t handy a Tech Specialist is able to create a make shift one, healing 1d6 HP.
- Enhance Laser Weapon: The Tech Specialist is able to enhance a laser weapon, doubling its damage. After the initial attack roll a 1d6, if the result is a 1 the weapon shorts out and is useless.
- Makeshift Laser Weapon: The Tech Specialist is able to piece together a make shift laser weapon from pieces lying around. The weapon functions like a laser pistol and has 1d4 shots before the energy is drained from the battery pack and the item is useless.
- Taser: The Tech Specialist is able to piece together a make shift weapon that gives off an electrical discharge. The target hit by this must make a saving throw or be stunned for 1d3 rounds. Once this is used the device is ruined.
- Robot Repair: The Tech Specialist is able to piece together the items necessary to repair the damage to a robot. After spending 1d4 rounds working on the robot regains 1d4 HP.
Dexterity XP: A Tech Specialist with a high Dexterity (15+) receives twice (x2) the normal Bonus XP for that attribute (10% not 5%).
Connections (4th): The Tech Specialist has made connections and is able to reach out and find help no matter where they are. The Tech must succeed a Saving Throw (adding in their Charisma bonus). If successful the Tech Specialist is able to find a friend (or a friend of a friend-or even a friend of a friend of a friend) nearby who is able to lend a hand. This doesn’t mean that the person will necessarily do the task for free (or won’t betray the Tech Specialist for the right amount of credits), but is willing to help. If the Tech Specialist fails their saving throw they are unable to find help for the current situation.