Engineer

Ship-keeper, salvage-builder, and diagnostic reader.

The Engineer is booked as depreciable technical capital on a Kadiss asset register. They do not own the machines they tend -- they are leased alongside them. A senior Engineer's contract reads like a depreciation schedule: years of service, restrictive clauses on outside work, a death clause that triggers a non-compete payable to the next of kin. They are kept functional with stimulant rations, dry berths, and a quarterly brain-scan that measures cognitive decline against projected output. The Nine sign their requisition forms.

On the Kadiss, the Engineer rides the grid as a verified technical specialist -- their credentials are checked at every ship and Station. They do not game the grid because they have no reason to: it lets them find parts. What the Engineer fears is redundancy. A 30-year veteran with bad knees and a slower diagnostic reflex gets desk duty, then early retirement, then a window in Rim housing. The best of them keep current by salvaging, modding, and learning systems the corp does not teach.

In the Rim, the Engineer runs dark. They read dead hulls as forensic evidence: the dent pattern from a rail-gun hit, the scorch radius of a plasma vent, the fracture face that says structural fatigue versus deliberate demolition. Field Fabrication turns salvage into solutions -- the same skill the corp uses to keep a Station alive, repurposed to keep a starship limping through unscheduled space. Structural Analysis reads the architecture as a diagnostic. Overload System is what happens when an Engineer decides the rated value is a suggestion, not a law.

Operating on the Academic chassis (d6 HD, half BAB, Fort/Ref poor, Will good), with no armour (the work demands free hands and bulk-free posture). Prime requisites: INT. Reading machines is perception plus pattern recognition; it does not require conviction, only attention. The will was never relevant.

Rules Reference

FieldValue
Armor AllowanceNone
Bab Tierhalf
Base Skill Points4
Hdd6
Hd Sides6
Max Level20
Multiclass NotesEngineers can multiclass with Academic and Salvager archetypes. Non-humans use simultaneous multiclassing rules.
Primary AbilitiesINT
Prime RequisitesINT
Save Tiers / Fortitudepoor
Save Tiers / Reflexpoor
Save Tiers / Willgood
Weapon AllowancePistol, Knife, Tools (1d6 melee damage)

Notes

Archetype Niche: The Engineer is the party's creator and fixer. Field Fabrication produces useful devices from available materials -- the Engineer builds solutions to problems rather than buying them. Structural Analysis provides information dominance over the built environment. Overload System provides burst power for critical moments (double shields, double engine thrust, double weapon damage) at the cost of system downtime. The Engineer's niche is making technology work -- fixing what's broken, building what's needed, and pushing systems past their limits.

Level Table

Apprentice

FieldValue
bab0
fortitude0
level1
reflex0
skillPoints16
titleApprentice
will2
xp0

Technician

FieldValue
bab1
fortitude0
level2
reflex0
skillPoints4
titleTechnician
will3
xp2500

Engineer

FieldValue
bab1
fortitude1
level3
reflex1
skillPoints4
titleEngineer
will3
xp5000

Ship's Engineer

FieldValue
bab2
fortitude1
level4
reflex1
skillPoints4
titleShip's Engineer
will4
xp10000

Senior Engineer

FieldValue
bab2
fortitude1
level5
reflex1
skillPoints4
titleSenior Engineer
will4
xp20000

Chief Engineer

FieldValue
bab3
fortitude2
level6
reflex2
skillPoints4
titleChief Engineer
will5
xp40000

Master Engineer

FieldValue
bab3
fortitude2
level7
reflex2
skillPoints4
titleMaster Engineer
will5
xp70000

Grand Engineer

FieldValue
bab4
fortitude2
level8
reflex2
skillPoints4
titleGrand Engineer
will6
xp110000

Systems Master

FieldValue
bab4
fortitude3
level9
reflex3
skillPoints4
titleSystems Master
will6
xp160000

High Systems Master

FieldValue
bab5
fortitude3
level10
reflex3
skillPoints4
titleHigh Systems Master
will7
xp220000

Forge Lord

FieldValue
bab5
fortitude3
level11
reflex3
skillPoints4
titleForge Lord
will7
xp290000

High Forge Lord

FieldValue
bab6
fortitude4
level12
reflex4
skillPoints4
titleHigh Forge Lord
will8
xp360000

Artificer

FieldValue
bab6
fortitude4
level13
reflex4
skillPoints4
titleArtificer
will8
xp430000

High Artificer

FieldValue
bab7
fortitude4
level14
reflex4
skillPoints4
titleHigh Artificer
will9
xp500000

Machine God

FieldValue
bab7
fortitude5
level15
reflex5
skillPoints4
titleMachine God
will9
xp570000

High Machine God

FieldValue
bab8
fortitude5
level16
reflex5
skillPoints4
titleHigh Machine God
will10
xp640000

World-Builder

FieldValue
bab8
fortitude5
level17
reflex5
skillPoints4
titleWorld-Builder
will10
xp710000

High World-Builder

FieldValue
bab9
fortitude6
level18
reflex6
skillPoints4
titleHigh World-Builder
will11
xp780000

Architect of Reality

FieldValue
bab9
fortitude6
level19
reflex6
skillPoints4
titleArchitect of Reality
will11
xp850000

Supreme Engineer

FieldValue
bab10
fortitude6
level20
reflex6
skillPoints4
titleSupreme Engineer
will12
xp920000

Special Abilities

Field Fabrication

FieldValue
level1
nameField Fabrication

description: Engineering, Mechanics, and Repair are class skills with a +3 competence bonus. With field kit or workshop and 1 hour of work, the Engineer fabricates a device, weapon mod, or field tool from salvage or supplied stock. DC is set by complexity: simple (DC 15: climbing rig, basic trap, jury-rig sensor), moderate (DC 20: weapon scope, armour patch, improvised turret), complex (DC 25: shield generator, powered tool, drone component). Fabricated devices function for 24 hours before requiring maintenance. The Engineer maintains a number of devices equal to INT modifier. At level 7, fabrication time halves. At level 13, devices last 72 hours. At level 19, devices are permanent. This is the corporate repair bay skill applied without corporate stock -- in the field, the Engineer rebuilds what the corp would scrap.

Structural Analysis

FieldValue
level3
nameStructural Analysis

description: Standard action to assess a structure, vehicle, or mechanical system. The Engineer reads: structural integrity (HP remaining, weak points), functional status of subsystems, and whether the structure is rigged (collapse, explosive, deliberate sabotage). +4 to checks to disable structural fail-safes or to cause controlled collapse. At level 9, structural weak points read as a free action. At level 15, the Engineer predicts the failure moment (rounds or stress threshold). A Ranger-Scout reads biome, a Wallreader reads lithology; the Engineer reads built things as a forensic record of what happened here.

Overload System

FieldValue
level5
nameOverload System

description: The Engineer pushes a mechanical or electronic system past rated capacity. Full-round action, Engineering check DC = 15 + system complexity. On success, output doubles for 1 minute (shield, weapon, engine, generator). System disables for 10 minutes after. On failure, system disables immediately. At level 11, triple output at DC 20 + complexity. At level 17, double output sustained indefinitely with a successful DC 25 Engineering check at the end of each period. The Overload is engineering ego speaking -- the corp's rated values are what you accept by default; the Engineer has decided, today, not to accept them.