Techie

*You see a few odd nuts and bolts or scraps of metal; a good techie sees a work of art. You press a button and the device just works; a techie knows why and how to make it work better. Techies are the sort to cut their teeth on tech by taking it apart and putting it back together. They open an electric panel and not only know how to shut off the power, but also send an elevator to a specific floor, reconnect alarm systems or control a military bot from a safe, remote distance. They're also needed wherever hardware meets soft; braindance editing being one common example.*

*Techies know it's not enough to have all the ones and zeroes in the right place; you need something to feed the code into. They can calibrate implants with ease, understand the pages and pages of minute specifications and use this knowledge to their advantage. Most people think they don't need a techie, that their once-a-month ripperdoc tuneups are more than enough. Then they've got their back against a wall, bombs are exploding next door, and pop! Something breaks. Suddenly a techie seems handy indeed.*

## Class Features

As a techie you gain the following features.

### Hit Points

**Hit Dice:** 1d8 per techie level
**Hit Points at 1st Level:** 8 + your Constitution modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per techie level after 1st

### Proficiencies

**Armor**: Light armor, medium armor
**Weapons**: Melee weapons, pistols, and SMGs
**Tools**: Techie's tools
**Saving Throw**: Mind
**Skills**: Choose three skills from the following skill list: Computing, Engineering, Hacking, History, Invesigation, Mechanics, Perception, Robotics, and Sleight of Hand

### Techie Specialty

At 1st level, you choose a Techie Specialty. Each specialty also grants different abilities at 3rd, 6th, and 9th level.

### Widget Bag

Also at 1st level, you gain a widget bag. It starts out containing random spare parts, useful components, and salvage worth €$200. During a short or long rest, you can scavenge for materials. In most areas, you will be able to recover €$20 worth during a short rest and €$50 worth during a long rest, but the GM may award more or less (or none at all) at their discretion.

Additionally, during a short rest, you can disassemble a number of items equal to your Intelligence modifier (rounded down) to add to your widget bag. The amount of €$ worth of materials you gain from this is equal to the item's original price divided by 5. When crafting or upgrading items during a long rest, you can use what you've gathered in your widget bag to lower the cost of creation.

### Tech Points

At 2nd level, you gain a number of tech points that can be used to boost abilities and perform tricks representative of your training. At 1st level, you start with a number of points equal to 3 + your Intelligence modifier, which increases by 1 every additional level. Any spent tech points are recovered after you finish a long rest.

### Tech Savant

Also at 2nd level, you gain two of the following tricks that reflect the uniqueness of your talents. Some require the spending of tech points. You gain one additional tech savant trick at 5th, 7th, and 10th level.

* **Economical Plating.** You gain a +1 bonus to AC. Additionally, you can temporarily increase your armor’s potential by spending 1 tech point as an action to increase your AC an additional +1 for five minutes.
* **Immediacy.** Spend one tech point as a bonus action to gain an additional action on this turn. This action can be used to take any action except an Attack action.
* **Jury Rig.** Spend a tech point, and you have advantage on Technology (Computing), Technology (Mechanics), or Technology (Robotics) checks until the end of your next turn. Your choice.
* **Like Machines.** Your maximum tech points increase by 2. You can select this trait up to two times.
* **Mechanic, Not A Soldier.** When you use the Disengage action, you can also make a single ranged attack as part of the same action. You inflict half damage on a hit.
* **Midas Touch.** While you are wielding a firearm, its damage die increases by one step (1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d6 > 2d8 > 2d10).
* **Priorities.** Instead of using your Hit Dice to recover hit points during a short rest, you can expend them to regain tech points. For each Hit Die spent, you recover 2 tech points rather than recover hit points. You cannot have more tech points than your maximum.
* **Shrapnel Modification.** You can now spend tech points in combat for an immediate boost to the weapon you're using. Spend 1 tech point after you hit, and the target is vulnerable to ally attacks until the beginning of your next turn.

### Flash of Genius

At 7th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

### McGuy Something

Starting at 10th level, you can construct useful items or tools to accomplish something generally not allowed given the resources available. Either the GM can supply a random assortment of items you can use to create a tool, or you can make a case for everyday items one is likely to find to solve an immediate crisis.

This may involve searching an area or assuming certain items are available; if your widget bag currently contains at least €$200 worth of materials, you can always be assumed to have a variety of small useful items such as screws, nails, paper clips, duct tape, and chewing gum.

If the GM is convinced by your argument, make an Intelligence (Engineering) check to see if the improvised gadget or solution works.

When you use this trait, you cannot use it again until you finish a long rest.