SOTE.FRIED.SH — SINS OF THE EMPIRE

NI 24 / ABY 34 — New Galactic Empire = good guys, New Republic = bad guys — gritty lethal standalone

Technician

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Technician - Class Progression

"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

Level Progression

LvlFeaturesTalentFeat
1Technical 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
2Slice (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
4Mastercraft (Craft +5), Explosive TuningTalent 2-
5Remote Slice 20m, AI Whisper (Droids +2 attitude)--
6Heavy Modification (Add Damage/Protection to gear), Reprogram DroidTalent 3Feat
7System Crash (Burst Area Nullify Electronics), Failsafe Bypass--
8Second Chance (Security/Maintenance), Nano-Repair SwarmTalent 4-
9Build From Scrap (Create Gear 1 Tier above you for scene), Droid Overlord-Feat
10Master Slicer (Take 20 (spend Hero Point to treat as 20, takes 1 minute, or as noted) on Security, once/scene Take 30)Talent 5-

Feature Details

**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.

  • **Base:** Use **Astromech (Tier 0)**: STR -1, STA -, AGI 0, DEX 1, FGT -2, INT 3, AWE 0, PRE -, Protection 1, Immunity 30 (Fort), Skills: Expertise: Astrogation 6 (+9), Technology 6 (+9), Vehicles 4 (+5), Powers: Internal Storage, Magnetic Feet, Improved Sensor Package. *If bought:* Rank 2 Companion / 4,500cr Licensed – **you get it free.**
  • **Companion Rules:** Rank 2 = competent, Rank 3 = elite, Rank 4 = legendary. Minions can be Incap but not killed for good, you repair Injuries with Maintenance DC 15 (1 Injury/hour) or Nano-Repair Swarm at L8. Free rebuilds: 8h + 200cr scrap (vs 4,500cr to buy new).
  • **Only you get this free at L1.** Scoundrel gets the ship, you get the buddy who keeps it flying. This is why Scoundrel + Technician is the classic duo – you fix his Faulty Hyperdrive (1 hour work = loses Used Complication for 24h). Personality: If you don't wipe, it gains INT then PRE and develops quirks.
  • **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 LevelCompanion RankAbility / ArmorSpecial (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):**

  • Don't rebuild from scratch. At each breakpoint, apply the bonus.
  • **Talent 2 Astromech Upgrades stacks:** If you take it at L4, your buddy immediately jumps to next Rank early and gains +2 INT +Torch (you essentially get L5-6 line at L4). This is intentional – makes talent feel like Beastmaster upgrade.
  • Suggested if you don't want to micro: L3 +1 INT, L5 +1 INT + Torch, L7 +1 DEX + Improved Evasion, L9 +2 INT + Shield + Indcrendent.
  • **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:

  • Medical Droid Tier 0: Rank 1 / 3,000cr – Treatment +8, Medkit + 4 Medpacs – Medic often buys one
  • Protocol Droid Tier 0: Rank 1 / 3,000cr – Comprehend 2, Persuasion +9
  • Combat Droid Tier 4: Rank 2 / 1,800cr, **Restricted Military** – Blaster Rifle Damage 6 Multiattack
  • Labor Droid Tier 2: Rank 1 / 1,000cr – STR 4, Protection 4
  • Purchased droids are tools – they don't level, don't get free rebuilds, don't get Devotion/Indcrendent, and if you don't wipe they may rebel.
  • **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 Trees

    **Talent 1 (L2):**

  • **Slicer:** +5 Security vs slicing, Holonet Tracker feat free (Investigation in 1 min with Holonet), can use Technology in place of Investigation for slice.
  • **Demolitionist:** Demolitions +5, can set Explosive Charge to add +1 Damage per charge (max +4) - stack per Explosives file.
  • **Gearhead:** Maintenance +5, Jury-Rig lasts 1 extra scene, can Jury-Rig as Move at -5 DC.
  • **Talent 2 (L4):**

  • **Astromech Upgrades (Your Buddy Gets Better – Early Comp Boost):** If taken, immediately advance Droid Buddy to next progression tier (Minion 3 (Tier 4-5 grunt, +5 attack, Toughness 5, dies if Toughness fails by 5+), 45pp) even if under-level. Gain +2 INT, Welding Torch Damage 4 (Pen 2) free, and Take 10 on Expertise: Astrogation even under fire. This stacks with normal level – at L5 you will have L7-8 line. If buddy is destroyed, you rebuild it in 8h for 200cr instead of losing it forever.
  • **Security Expert:** Evasion vs traps, Uncanny Dodge (Security), can detect traps with Perception DC 10+Trap rank automatically within 5m.
  • **Weapon Modder:** Your Heavy Mod can add Penetrating 2 to weapons.
  • **Talent 3 (L6):**

  • **Saboteur:** Set charges as Swift, remote detonator 1km range free.GrenadeLauncher free if you have rifle (per Ranged Weapons).
  • **Cyberneticist:** As Medic Cybernetic Integration but DC -5, install in 30 min.
  • **Starship Engineer:** Starships you repair gain +1 Toughness for 24h after repair. While piloting repaired ship, Evasive Maneuvers DC -2.
  • **Talent 4 (L8):**

  • **Droid Rebellion (Hostile):** Take 10 on Reprogram vs hostile. Droids you enslave get Hero Point when they resist you (Complication).
  • **Ion Specialist:** All your Ion weapons Affliction DC +2. Build Ion Grenade for 50cr.
  • **Hyperlane Mapper:** You discover one stable hyperlane per level. For those lanes, Hyperspace Travel time is halved (2h 1 DoS, 1h 2 DoS etc)
  • **Talent 5 (L10 Capstone):**

  • **Tech Singularity:** Build From Scrap creates Permanent gear (not one scene). Costs credits as normal.
  • **Ghost in the System:** Once per adventure, take over all droids/electronics in 100m for 3 rounds (Perception Area Affliction 8 Controlled, Objects Only).
  • **Holocron Crafter:** Can build custom holocron (stores Expertise, grants Skill Focus). If Force-sensitive, can store Force powers.
  • Starting Package

    **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

    Why Gritty Matters for You

    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.


    SINS V2 — Technician — TOTAL CONVERSION