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
Field
Value
Armor Allowance
None
Bab Tier
half
Base Skill Points
4
Hd
d6
Hd Sides
6
Max Level
20
Multiclass Notes
Engineers can multiclass with Academic and Salvager archetypes. Non-humans use simultaneous multiclassing rules.
Primary Abilities
INT
Prime Requisites
INT
Save Tiers / Fortitude
poor
Save Tiers / Reflex
poor
Save Tiers / Will
good
Weapon Allowance
Pistol, 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
Field
Value
bab
0
fortitude
0
level
1
reflex
0
skillPoints
16
title
Apprentice
will
2
xp
0
Technician
Field
Value
bab
1
fortitude
0
level
2
reflex
0
skillPoints
4
title
Technician
will
3
xp
2500
Engineer
Field
Value
bab
1
fortitude
1
level
3
reflex
1
skillPoints
4
title
Engineer
will
3
xp
5000
Ship's Engineer
Field
Value
bab
2
fortitude
1
level
4
reflex
1
skillPoints
4
title
Ship's Engineer
will
4
xp
10000
Senior Engineer
Field
Value
bab
2
fortitude
1
level
5
reflex
1
skillPoints
4
title
Senior Engineer
will
4
xp
20000
Chief Engineer
Field
Value
bab
3
fortitude
2
level
6
reflex
2
skillPoints
4
title
Chief Engineer
will
5
xp
40000
Master Engineer
Field
Value
bab
3
fortitude
2
level
7
reflex
2
skillPoints
4
title
Master Engineer
will
5
xp
70000
Grand Engineer
Field
Value
bab
4
fortitude
2
level
8
reflex
2
skillPoints
4
title
Grand Engineer
will
6
xp
110000
Systems Master
Field
Value
bab
4
fortitude
3
level
9
reflex
3
skillPoints
4
title
Systems Master
will
6
xp
160000
High Systems Master
Field
Value
bab
5
fortitude
3
level
10
reflex
3
skillPoints
4
title
High Systems Master
will
7
xp
220000
Forge Lord
Field
Value
bab
5
fortitude
3
level
11
reflex
3
skillPoints
4
title
Forge Lord
will
7
xp
290000
High Forge Lord
Field
Value
bab
6
fortitude
4
level
12
reflex
4
skillPoints
4
title
High Forge Lord
will
8
xp
360000
Artificer
Field
Value
bab
6
fortitude
4
level
13
reflex
4
skillPoints
4
title
Artificer
will
8
xp
430000
High Artificer
Field
Value
bab
7
fortitude
4
level
14
reflex
4
skillPoints
4
title
High Artificer
will
9
xp
500000
Machine God
Field
Value
bab
7
fortitude
5
level
15
reflex
5
skillPoints
4
title
Machine God
will
9
xp
570000
High Machine God
Field
Value
bab
8
fortitude
5
level
16
reflex
5
skillPoints
4
title
High Machine God
will
10
xp
640000
World-Builder
Field
Value
bab
8
fortitude
5
level
17
reflex
5
skillPoints
4
title
World-Builder
will
10
xp
710000
High World-Builder
Field
Value
bab
9
fortitude
6
level
18
reflex
6
skillPoints
4
title
High World-Builder
will
11
xp
780000
Architect of Reality
Field
Value
bab
9
fortitude
6
level
19
reflex
6
skillPoints
4
title
Architect of Reality
will
11
xp
850000
Supreme Engineer
Field
Value
bab
10
fortitude
6
level
20
reflex
6
skillPoints
4
title
Supreme Engineer
will
12
xp
920000
Special Abilities
Field Fabrication
Field
Value
level
1
name
Field 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
Field
Value
level
3
name
Structural 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
Field
Value
level
5
name
Overload 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.