Technician

Technicians strive at manipulating computer systems, engineering vehicles, weapon tuning, and reinforcement of theirs and their allies’ armor. Technicians find themselves in a position of society where they get people what they want, be it information hacked from encrypted systems, cutting edge technological specs, and powerful weaponry. Many even become entrepreneurs or merchants by creating goods and designs of their own.

**Bonus Vitality:** +4

**Core Skills:** Cast, Tech, and six skills of your choice.

**Starting Perks:** Armor Training (Light), Melee or Ranged Weapon Training (choose one), Resonance Training (choose one), 1 Program Perk

**Starting Gear:** Common or uncommon Deck, 1 common weapon, 1 common armor, 1 uncommon and 2 common items of any type.

# **Technician Class Talents**

## Combat Deck Augment

You consider your Deck to also count as a handgun, shield, or one handed melee weapon (without versatile) of your choice that you already have possession of. You are always considered to be wielding the weapon for the purposes of making attacks, but you may use your deck hand normally while wielding the weapon. You cannot be disarmed of this weapon.

***Melee:*** You may use your intellect DC and half your intellect bonus in place of body for attacks and damage.

***Handgun:*** You may use your intellect DC for attacks.

***Shield:*** Count the armor granted by the shield to be half your intellect bonus.

You must spend a long rest integrating the weapon into your deck. Once the weapon is integrated, it cannot be reclaimed. You may spend a long rest to replace the weapon with another valid weapon. The weapon is concealed in a metal cavity in your deck arm when not in use, and requires a successful Search check to spot opposed by your Stealth check. When activated, your deck arm opens and reveals the weapon mounted to your forearm.

## Efficacy

*2 stunt, F:* When a program you cast forces a target to roll a defense check, you may spend a stunt point to impose disadvantage on that defense check.

**Tier 2:** You can apply disadvantage to two affected targets instead.

**Tier 3:** You can apply disadvantage to all affected targets instead.

## Dual Cast

*X stunt, A:* When you cast a program, spend stunt equal to its upfront RAM cost to duplicate the effects of the program, choosing new targets as needed.

## Overclocking

You treat all decks as having 1 higher RAM and 1 more Net.

**Tier 2:** You treat all decks as having 2 more shield.

**Tier 3:** You treat all decks as having 2 higher RAM and 2 higher Net instead.

## Intuitive Programming

You learn one program of your choice of VR or less rarity without needing to purchase it.

**Tier 2:** Learn another program of your choice, or replace the program with an ER or less rare program.

**Tier 3:** Learn another program of your choice or ER or less.

## Masterwork

All armor and weapons you use are considered one quality level higher. Should the item already be at its maximum quality, increase its armor by 1 or damage by 1.

**Tier 2:** Increase armor by 2 instead.

**Tier 3:** Increase damage by 2 instead.

## Mobility Deck Augment

Your deck grants you superior mobility through the nanite field. You gain a hover speed of 5 ft that you may activate as an A and dismiss as a F. You lose this hover speed if you are stunned, knocked back, knocked out, or flat-line.

**Tier 2:** Gain a 10 ft hover speed instead.

**Tier 3:** Gain a 20 ft hover speed instead.