NI 24 / ABY 34 — New Galactic Empire = good guys, New Republic = bad guys — gritty lethal standalone
← All Classes | How to make a Technician
"No, no, don't touch that. That wire is *supposed* to spark like that."
You are the reason the ship still flies, the droid hasn't revolted, and the blast doors open. Engineer, slicer, astromech whisperer. In a gritty game, you make the difference between a broken hyperdrive stranding you and escape.
**Sources:** Atomic TC Droids, Smuggler (tech bits), Elite Trooper (maintenance), Skills split from House Rules (Demolitions/Security/Maintenance), Bounty Hunter tracker
**Primary:** INT (all of it)
**Secondary:** DEX, AWE
**Saves:** Fort Low, Will High (you spot bullshit), Toughness Low
**Attack:** Poor (0.5/lvl)
**Skills:** 8 + INT mod per level - most in party
| Lvl | Features | Talent | Feat |
|---|---|---|---|
| 1 | Technical Aptitude (Demolitions/Security/Maintenance are Class Skills, +2), Jury-Rig (Temp Fix as Move), **Droid Buddy (Your Robot Buddy – Astromech Minion 2 (Tier 4 grunt, +4 attack, Toughness 4, dies if Toughness fails by 5+), your R2)**, Droid Familiarity | - | Feat |
| 2 | Slice (Bypass Security -5 DC), Overclock (Equipment boost) | Talent 1 | - |
| 3 | +1 Ability, Astrogation Expert (No -5 w/out navcomp if droid assist), Rewire (Reallocate 1 Feature) | - | Feat |
| 4 | Mastercraft (Craft +5), Explosive Tuning | Talent 2 | - |
| 5 | Remote Slice 20m, AI Whisper (Droids +2 attitude) | - | - |
| 6 | Heavy Modification (Add Damage/Protection to gear), Reprogram Droid | Talent 3 | Feat |
| 7 | System Crash (Burst Area Nullify Electronics), Failsafe Bypass | - | - |
| 8 | Second Chance (Security/Maintenance), Nano-Repair Swarm | Talent 4 | - |
| 9 | Build From Scrap (Create Gear 1 Tier above you for scene), Droid Overlord | - | Feat |
| 10 | Master Slicer (Take 20 (spend Hero Point to treat as 20, takes 1 minute, or as noted) on Security, once/scene Take 30) | Talent 5 | - |
**Technical Aptitude (L1):** Demolitions, Security, Maintenance, Technology, Expertise: Engineering are Class Skills, +2 circumstance when you have tools (toolkit = 1cr). You get Droid ToolKit free (circular saw, arc welder, etc).
**Jury-Rig (L1 – BUFFED FOR EARLY GAME):** As **Move** (was Standard) with Maintenance DC 10 + desired bonus, you temp fix broken gear: grant +1 Damage or +1 Protection or fix Broken for 1 scene (3 rounds if combat). Fail = Broken for real, +5 DC to next try. You can do this in combat while someone is shooting – no longer a 6-second suicide. At L1 you can also Jury-Rig **Scoundrel's ship systems** as Swift if inside the cockpit.
**Droid Buddy – Your Robot Buddy (L1 – Your Old House Rule Kcrt):** You start with a **permanent Droid Companion** – same idea as your previous game. Treated like Pathfinder Druid Animal Companion – free, levels with you, easy table. Players never see point costs.
**Droid Buddy Progression – Druid Companion Style**
Like Druid Level -> Animal Companion bonuses, your Technician Level adds bonuses to buddy directly. No recalc needed each session – just apply cumulative line. GM handles point costs behind screen.
| Tech Level | Companion Rank | Ability / Armor | Special (adds to base) |
|---|---|---|---|
| **1-2** | Rank 2 (Competent) | Prot 1 (base) | **Link, Share Tools:** Can use Aid on your Maintenance/Security as Reaction (+2), Astrogation Buffer (you ignore -5 navcomp while it's connected), Magnetic Feet |
| **3-4** | Rank 2+ | +1 INT, Prot +1 (now 2) | **Devotion:** +5 vs hostile Reprogram, **Evasion Protocols:** Uses your Maintenance +2 to avoid Area damage if able |
| **5-6** | Rank 3 (Elite) | +1 INT, Prot +1 (now 3), STR +1 | **Mod Slot 1:** Welding Torch Damage 4 Penetrating 2 installed free, **Take 10 (treat d20 as 10 when not threatened) Astrogation** even under fire |
| **7-8** | Rank 3+ | +1 DEX or AGI, Prot +1 (now 4) | **Improved Evasion, Mod Slot 2:** Deflector Screen – 1/round as Reaction, grant you *or* buddy +2 Dodge *and* +2 Parry vs one attack (energy shield, not Protection – respects gritty Toughness = STA+Armor), Slicer Assist +2 (your Security checks while buddy adjacent) |
| **9-10** | Rank 4 (Legendary) | +2 INT, Prot +2 (now 6) | **Droid Overlord:** Buddy gets its own Standard Action each round (no longer needs you to direct), **Indcrendent Astrogation:** Can plot jump while you pilot, **Mod Slot 3:** Sensors (Darkvision, Radar, Quick Astrogation) |
**How to use at table (fast):**
**Droids For Everyone Else (Purchased, Not Free):** Per Droids.md, **anyone can buy droids** with credits + Rank – they just don't get the free leveling buddy:
**Droid Familiarity (L1):** Droids start one step friendlier to you. You can reprogram 1 rank of skills per day with DC 15 Technology 1 minute.
**Ship Note (L1):** Only Scoundrel can start with a ship. You can't – but you kecr Scoundrel's ship flying. If Scoundrel lets you work on his XS Freighter for 1 hour, it loses its Used Complication (Faulty Hyperdrive) for 24h. This is why he needs you.
**Slice (L2):** Bypass security with Security skill instead of Technology, and at -5 DC ( — the only starting ship allowed Technology was split). You can slice as Move if you beat DC by 5+.
**Overclock (L2):** Once per scene, boost one piece of equipment you touch: +1 rank Damage *or* Protection *or* Flight Speed for 3 rounds. After, gear is Fatigued (-1 rank) until 10 min Maintenance DC 15.
**Astrogation Expert (L3):** Per House Rules, normally astromechs take -5 without navcomp. You ignore penalty if you have your toolkit OR an astromech assist. Also Hyperspace Travel times: your success degrees are +1 better (1 DoS = 8h not 16h).
**Rewire (L3):** 10 min Maintenance DC 15: swap one Feature on a piece of equipment for another legal Feature.
**Mastercraft (L4):** When you craft (Expertise: [Field] + Maintenance/Security/Demolitions), gear gains +2 Damage or +1 Extended Range rank for free. Crafting costs still apply: 10% license fee, 2 days wait for Restricted, 5 days for Military.
**Explosive Tuning (L4):** You know detonite math. Doubling detonite adds +1 Damage as per Explosives file, but you can concentrate: 2 blocks = Burst Area +1 rank instead of Damage +1, your choice.
**Remote Slice (L5):** Slice at 20m with comlink + slice kit. -2 if unfamiliar system.
**AI Whisper (L5):** Droids you repair get Second Chance vs reprogramming by others for 24h.
**Heavy Modification (L6):** Permanent mod: Add 1 rank Damage *or* Protection to a weapon/armor for 500cr + 4h work, DC 18. Max +2 per item.
**Reprogram Droid (L6):** DC 25 Technology 1 hour rewrites entire droid skill allocation (). Hostile droid requires opposed Security vs droid Will.
**System Crash (L7):** As Standard, Burst Area 8m Affliction 5 (Resisted by Fortitude *if cybernetic/Wil if droid*; Dazed, Stunned, Incapacitated) - Affects Objects Only, Electronics Only. Check Required: Security DC 10+Rank. Costs 1 Hero Point or causes 1 level Fatigue to you.
**Failsafe Bypass (L7):** Once per adventure, ignore a Military/Illegal license restriction for 1 scene with Security DC 25.
**Nano-Repair Swarm (L8):** Carry 2 uses. Standard: Healing 4 (Limited to Objects, Self-Repair) = repair vehicle/droid/remove Broken.
**Build From Scrap (L9):** 10 min + scavenged parts (500cr equiv), create any non-rare equipment up to 1 Tier above you (so Tier 8 at Level 9 can build Tier 9 prototype gear for one scene) for one encounter. Disintegrates after.
**Droid Overlord (L9):** Your Droid Buddy hits Minion 4 (Tier 5 grunt, +7 attack, Toughness 7, dies if Toughness fails by 5+, 60pp) – gains Indcrendent actions (its own Standard each round), +2 INT, Prot +2, and Mod Slot 3 (Sensors). Per progression table – you now have 2 full characters for starship actions (pilot + copilot). If you opted Protocol droid path, Minion 4 (Tier 5 grunt, +7 attack, Toughness 7, dies if Toughness fails by 5+,, +7 attack, Toughness 7, dies if Toughness fails by 5+) Protocol instead.
**Master Slicer (L10):** Once per scene, Take 30 on Security. Passive Take 20 all other times (takes 1 min).
**Talent 1 (L2):**
**Talent 2 (L4):**
**Talent 3 (L6):**
**Talent 4 (L8):**
**Talent 5 (L10 Capstone):**
**Abilities:** INT 3, DEX 2, AWE 2, PRE 1, STA 0, AGI 1, FGT 0, STR 0
**Defenses:** Dodge 3, Parry 2, Toughness 1/3 padded work suit (Prot 2), Fort 3, Will 6
**Offense:** Holdout Blaster +3 (Ranged 3, Easily Concealable), Stun Baton +0 (Affliction 4)
**Skills:** Maintenance 4 (+7), Security 4 (+7), Demolitions 4 (+7), Technology 4 (+7), Expertise: Engineering 4 (+7), Perception 3 (+5), Astrogation 2 (+5)
**Gear:** Tool Kit (+2 to 3 splits), Datapad w/ engineering lib, 2x Detonite blocks, Slice Kit (Security +2), Comlink, Light Utility Belt
**Credits:** 1,000cr
You kecr the air on. When the Soldier goes Dying, the Medic stabilizes, but you are the one who gets the power back on so the bacta tank works. When the ship takes a crit and the crew takes Damage 0 crit effect, you are the Fix.