Technician
The Wasteland is littered with the corpse of the old world, and you're the scavenger picking its bones. But you're not just looting — you're understanding. Every circuit board, every corroded actuator, every half-functional AI is a puzzle waiting to be solved. Where others see junk, you see potential. A broken drone becomes a loyal companion. A defunct security system becomes your backdoor. A pile of scrap becomes a weapon that shouldn't exist.
You are the Technician. Your mind is augmented by a neural interface, a risky modification that cost you a sliver of your humanity but granted you the ability to commune with machines. You don't just use technology — you negotiate with it. You bribe malfunctioning AIs, coax life from dying power cells, and build miracles from garbage. You're fragile in a straight fight, but you don't fight fair. By the time the enemy realizes they're outmatched, their weapons have jammed, their comms are down, and your drone is painting them with a targeting laser. Game over.
Base Archetype (Levels 1-5)
Core Stats
| Attribute | Value |
|---|---|
| Primary Attributes | Intelligence (INT), Agility (AGI) |
| Hit Die | d6 |
| HP at Level 1 | 8 + END modifier |
| HP per Level | 1d6 (or 4) + END modifier |
| Starting Humanity | 9 (neural interface penalty) |
| Armor Proficiency | Light armor |
| Weapon Proficiency | Simple weapons, sidearms (pistols, SMGs) |
| Save Proficiencies | Reflex, Will |
| Skill Bonuses | Technology +3, Investigation +2 |
| Starting AP | 15 |
Starting Equipment
- Sidearm
- Light armor
- Tech toolkit (advanced)
- Salvage scanner
- 100 scrap materials
Level Progression (1-5)
Level 1: Neural Interface & Jury-Rig
Neural Interface (At-Will, Range 30 ft): You can mentally interface with any electronic device within 30 feet. Make an INT (Technology) check against the device's DC (typically 10 for civilian tech, 15 for military, 20 for secured systems). On success, you can:
- Access data stored on the device
- Override basic functions (open doors, disable alarms, etc.)
- Issue commands to networked devices
Interfacing takes 1 action for simple tasks, up to 1 minute for complex tasks (GM discretion). Secured or hostile systems may resist, require multiple checks, or trigger countermeasures.
Jury-Rig (1 Action, At-Will, DC 12 Technology): You can temporarily repair a broken or damaged device. The device functions for 1 hour before breaking again. You must have basic tools (scrap, wire, etc.) to use this ability. If you roll a natural 20, the repair is permanent.
Level 2: Drone Companion
Drone Companion (Passive, Controllable): You build or salvage a small drone that serves as your companion. The drone has the following stats:
- HP: 10 + your INT modifier (increases by 5 per Technician level)
- DV: 12 + your proficiency bonus
- Movement: 30 ft fly (hover)
- Actions: The drone uses your 1 action (bonus) to act. It can:
- Scout: Fly to a location within 120 feet and relay what it sees/hears to you via your neural interface.
- Carry: Transport objects up to 10 lbs.
- Distract: Grant advantage to one ally's attack roll against a target the drone is adjacent to.
- Shock: Make a melee attack (+proficiency + INT to hit, 1d4 + INT lightning damage).
Commanding Your Drone: On your turn, you can use 1 action to Command your drone. When commanded, the drone can take 2 actions (from: Stride, Strike, Hide, Search, or any drone-specific action). If you don't command your drone, it takes no actions but remains in place. At Level 5 (Masterwork), commanding your drone becomes a free action once per turn, and the drone can take 3 actions when commanded.
Saving Throws: Uses your proficiency bonus + its relevant attribute modifier. The drone uses INT for Will saves, AGI for Reflex saves, and END for Fortitude saves.
Immunities: Poison, psychic, charmed, frightened (construct traits).
Repair: During a short rest, you can repair your drone (Technology check DC 12, restores all HP). In combat, you can spend 2 actions to patch the drone (Technology check DC 15, restores 2d8 HP). If destroyed, rebuild during a long rest (50 credits of materials).
Flanking: Your drone counts as an ally for flanking purposes.
Building Your Drone — Quick Reference:
At Level 3 with INT 16 (+3):
- Drone HP: 10 + 3 (INT mod) + 10 (5 per Technician level x 2 extra levels) = 23 HP
- Drone DV: 12 + 2 (proficiency) = 14 DV
- Shock Attack: +5 to hit (proficiency +2 + INT +3), 1d4+3 lightning damage
- Scout Range: 120 ft, relays sight/sound via neural interface
Humanity Cost: Your neural interface costs -1 Humanity at creation (Starting Humanity: 9). Further augmentations (Subdermal Plating, Reflex Boosters) cost additional Humanity. Track your total on your character sheet.
Humanity Thresholds (Summary):
- 8-10: Normal. No penalties.
- 5-7: Detached. -2 to Persuasion/Insight checks (social disconnect).
- 3-4: Cold. Disadvantage on all PRE-based checks. NPCs sense something "wrong."
- 1-2: Machine. Risk of losing control (GM may impose behavior constraints).
- 0: Lost. Character becomes an NPC (fully cybernetic, no humanity left).
Level 3: Overclock
Overclock (1 Action, 1/Short Rest, Duration 1 Minute): You supercharge a device, granting it enhanced performance. Choose one:
- Weapon: The weapon deals an additional +1d6 damage for 1 minute (10 rounds).
- Armor: The wearer gains +2 DV for 1 minute.
- Drone: Your drone gains an additional action per turn (can act using both your 1 action (bonus) and reaction).
After the effect ends, the device is temporarily unstable and cannot be overclocked again until you complete a short rest.
Level 4: Attribute Improvement
Increase one attribute by +2, or two attributes by +1 each (maximum 20 before modifiers).
Level 5 Capstone: Masterwork
Masterwork (1/Long Rest, 10 Minutes, Duration Varies): You can spend 10 minutes and 100 scrap value to construct a gadget that replicates the effect of any 1st or 2nd level spell. The gadget functions once and then breaks. Examples:
- Healing Injector: Replicates Cure Wounds (heal 1d8 + INT HP)
- EMP Grenade: Replicates Shatter (3d8 thunder damage, 10 ft radius, Reflex save)
- Cloaking Device: Replicates Invisibility (target invisible for 1 hour or until attack/spell)
You can carry up to three Masterwork gadgets at a time. Unused gadgets break after a long rest (unstable components degrade).
Skill Trees
Technicians have access to three skill trees:
Engineering (Construction & Modification)
Modular Upgrades (5 AP): Your drone can be equipped with one of the following upgrades (choose one, can be swapped during a long rest):
- Armor Plating: Drone gains +5 HP and +2 DV.
- Weapon Mount: Drone's Shock attack deals 1d6+INT damage and has 15 ft range.
- Stealth Module: Drone has advantage on Stealth checks and can become invisible for 1 minute (1/short rest).
Rapid Assembly (10 AP, Requires Modular Upgrades): You can rebuild your drone in 1 hour instead of requiring a long rest. Additionally, you can have two drones active simultaneously.
Siege Engine (15 AP, Requires Rapid Assembly): You can spend 8 hours and 500 scrap to build a combat turret. The turret is stationary, has 50 HP, DV 15, and can make ranged attacks (2d8 damage, 60 ft range, +proficiency+INT to hit) using your 1 action (bonus). Only one turret can exist at a time.
Cyberwarfare (Hacking & Disruption)
- System Breach (5 AP): You have advantage on all Technology checks to hack or disable electronic systems.
- Digital Ghost (10 AP, Requires System Breach): When hacking a system, you can erase all traces of your intrusion. Security systems cannot detect your presence.
- Neural Assault (15 AP, 1 Action, 1/Short Rest): Target one creature with cybernetic implants within 30 feet. The target must make an INT save (DC 8 + proficiency + INT) or take 3d8 psychic damage and be stunned until the end of your next turn.
Augmentation Tech (Self-Enhancement)
- Subdermal Plating (5 AP, Permanent, -1 Humanity): You install armor plating beneath your skin. Gain +1 DV (stacks with armor).
- Reflex Boosters (10 AP, Permanent, -1 Humanity, Requires Subdermal Plating): Your nervous system is enhanced. Gain +2 to initiative and advantage on Reflex saves.
- Neural Overclock (15 AP, 1/Short Rest, Requires Reflex Boosters): As 1 action (bonus), enter a hyper-focused state for 1 minute. During this time, you gain +2 to all INT-based checks, your Neural Interface range increases to 60 feet, and you can interface with two devices simultaneously.
Magic Relationship
Technicians cannot cast spells in the traditional sense. They have no spell slots, cantrips, or magical abilities. However:
- Their tech-based abilities replicate magical effects (Drone = familiar, Masterwork = spell replication, Neural Interface = divination/scrying).
- They can "learn" cantrips by spending 15 AP per cantrip, but these are flavored as technological gadgets or implants rather than spells. For example, Firebolt becomes a wrist-mounted plasma caster, Mage Hand becomes a gravity manipulator glove.
- Technicians cannot learn leveled spells unless they multiclass into a casting class or take a hybrid Mastery Path.
Technicians represent the intersection of science and survival, proving that in the Wasteland, technology is magic — if you know how to use it.
Advanced Specializations (Levels 6-10)
Technicians who reach level 6 have mastered the basics of pre-war technology. Now they specialize: building and improving as Engineers, infiltrating systems as Hackers, or enhancing their own bodies as Augmenters.
System Notes:
- All characters gain 10 AP per level from levels 6-10
- Short rest: 8 hours
- Long rest: 1 week
- Bounded accuracy: maximum total bonus of +18
- 3-action economy per turn
Engineer (Crafting/Drones/Vehicles)
If it's broken, they fix it. If it doesn't exist, they build it. The Engineer is the wasteland's most valuable problem-solver — equally at home repairing a water purifier, souping up a vehicle, or building a combat drone from scrap.
Prerequisites: Level 6, Technician archetype
New Skill Tree Unlocked: Construction (advanced crafting, structures, vehicles, construct companions)
Level 6 Features
Advanced Drone (Passive Enhancement) Your standard Technician drone gains the following improvements:
- +10 HP (added to base HP)
- +2 DV (added to base Defense Value)
- Attack: Can make one ranged attack per round using your 1 action (bonus)
- Damage: 1d6 + INT modifier
- Range: 60 feet
- Attack bonus: Your INT modifier + proficiency bonus
Workshop (Long Rest Crafting) During a long rest, you can craft one piece of Tier 1 or Tier 2 equipment from scavenged components at half the normal cost (in both materials and time).
This represents your ability to create functional gear from wasteland scrap.
Level 8 Features
Deployable Turret (1/Short Rest, 1 Action) Once per short rest, you can spend 1 action to deploy a stationary turret. The turret has:
- HP: 20
- DV: 14
- Attack: Makes one ranged attack per round (initiative count 20)
- Attack bonus: INT modifier + proficiency
- Damage: 2d6 + INT modifier
- Range: 60 feet
- Duration: 1 minute or until destroyed
The turret targets the nearest hostile creature you designate. Deploying the turret requires you to have engineering supplies (reusable kit).
Vehicle Expert (Passive)
- You have advantage on all checks to drive, pilot, or repair vehicles
- Vehicles you operate gain +2 DV
Level 10 Capstone Ability
Masterwork Construct (1/Long Rest, 1-Hour Build) Once per long rest, you can spend 1 hour building a Medium construct companion from available materials. The construct has:
- HP: 40
- DV: 16
- Speed: 30 feet
- Attacks: Two attacks per round
- Attack bonus: INT modifier + proficiency
- Damage: 1d8 + INT modifier each
- Duration: 8 hours or until destroyed
You can command the construct with 1 action (it then acts on your turn). It follows your commands to the best of its ability.
Game Master Note: This construct is significantly more powerful than the basic drone and represents a true engineering masterpiece.
Hacker (Electronic Warfare)
Every system has a backdoor. Every lock has a key. In a world where pre-war technology still dominates security, infrastructure, and warfare, the Hacker wields knowledge as the ultimate weapon. Where others see impenetrable defenses, they see code waiting to be rewritten.
Prerequisites: Level 6, Technician archetype
New Skill Tree Unlocked: Cyberwarfare (hacking, electronic countermeasures, AI manipulation, surveillance)
Level 6 Features
System Breach (1 Action, Concentration) As 1 action, you can attempt to hack one electronic device, automated turret, or security system within 60 feet. Make an Intelligence (INT) check against the system's DC:
- Simple devices (doors, locks): DC 12
- Standard security (cameras, alarms): DC 15
- Military systems (turrets, automated defenses): DC 18
- Hardened systems: DC 20+
On a success, you take control of the system for 1 minute (concentration). You can:
- Open/close doors
- Disable alarms or cameras
- Turn turrets against their owners
- Access restricted data
Encrypt (1 Action) As 1 action, choose one ally within 30 feet or one device within touch range. For 1 hour:
- The target's augmentations cannot be hacked
- The device is protected from electronic interference
- Attempts to breach the target have disadvantage
Level 8 Features
Neural Spike (1/Short Rest, 1 Action) Once per short rest, you can target one creature with cybernetic augmentations within 60 feet. The target must make a Will save (DC = 8 + INT + proficiency).
- Failed save: 3d8 lightning damage and stunned until the end of their next turn
- Successful save: Half damage, not stunned
This represents sending a surge of corrupted data directly into their augmentations, overloading their neural interface.
Data Ghost (Passive)
- You have advantage on Stealth checks in areas with electronic surveillance (cameras, motion sensors, etc.)
- You can spend 10 minutes to falsify digital records (security logs, databases, etc.) with an INT check
Level 10 Capstone Ability
Total System Override (1/Long Rest, 1-Minute Setup) Once per long rest, you can spend 1 minute interfacing with electronic systems to achieve total control. For 10 minutes, you take control of ALL electronic systems within 100 feet:
- Doors, turrets, cameras, environmental controls obey your commands
- Augmentations in hostile creatures: Each creature with augments in the area must make a DC 18 Will save or have their augments disabled for the duration
While Total System Override is active, you can:
- Open/close all doors simultaneously
- Commandeer all turrets and automated defenses
- Disable life support or environmental controls
- Lock down sections of a facility
- Turn cyborgs' own bodies against them
This represents the pinnacle of hacking ability — total domination of a technological environment.
Augmenter (Cyborg/Self-Enhancement)
The flesh is weak. Replace it. Enhance it. Transcend it. The Augmenter walks the line between human and machine, gradually replacing their body with superior technology. Every augmentation comes at a cost — but to the Augmenter, that cost is worth paying to become something more.
Prerequisites: Level 6, Technician archetype
New Skill Tree Unlocked: Transhumanism (advanced augmentation, reduced humanity costs, self-repair, hybrid organic-synthetic abilities)
Level 6 Features
Efficient Integration (Passive) You have mastered the art of integrating augmentations with minimal psychological impact. Reduce the Humanity cost of all augmentations by 1 (minimum 1).
This reduction stacks with other sources of reduced Humanity costs.
Example: An augmentation that normally costs 2 Humanity now costs 1. One that costs 1 still costs 1.
Overclock Body (1/Short Rest, 1 Action) Once per short rest as 1 action, you can overclock one of your cybernetic augmentations for 1 minute. The chosen augmentation provides double its normal bonus.
Example: +2 DV becomes +4 DV; +1d6 damage becomes +2d6 damage; 60ft darkvision becomes 120ft.
When Overclock Body ends, you gain 1 level of exhaustion.
Level 8 Features
Combat Augments (Choose 2, One-Time Selection) Choose 2 of the following combat augmentations to install in your body. Each costs 1 Humanity when selected:
- Retractable Arm Blade: Melee weapon, 1d8 + MIG modifier slashing damage, cannot be disarmed
- Integrated Firearm: Ranged weapon built into your arm, 1d10 piercing damage, 60-foot range, uses standard ammunition
- Dermal Plating: Subdermal armor, +2 DV (stacks with worn armor up to system maximum)
- Enhanced Optics: Darkvision 120 feet, advantage on Perception checks that rely on sight
These augmentations are permanent and cannot be removed without specialized surgery.
Rapid Repair (1 Action) As 1 action, you can activate your augmentations' self-repair protocols. You heal 2d6 + INT modifier hit points.
You can use this feature a number of times equal to your Intelligence modifier per short rest (minimum 1).
Level 10 Capstone Ability
Apotheosis Protocol (1/Long Rest, 1 Action) Once per long rest as 1 action, you can activate the Apotheosis Protocol for 1 minute. All of your augmentations activate simultaneously at maximum power:
- +2 to all attributes (Might, Agility, Endurance, Intelligence, Wisdom, Presence)
- +2 DV
- +10 feet to movement speed
- Darkvision 120 feet (or +60 feet if you already have darkvision)
- Your augmented weapon attacks deal an additional +2d6 damage
When Apotheosis Protocol ends, you gain 2 levels of exhaustion.
This represents the pinnacle of transhumanism — temporarily pushing your cybernetic systems beyond their safe limits to achieve superhuman performance.
Level 16: Network Consciousness
Your mind expands across the technological landscape. You can control up to 5 drones, turrets, or other technological devices simultaneously (instead of the usual limit). Your primary drone gains your proficiency bonus to both attack rolls and damage rolls. Your Neural Interface range extends to 120ft, and you can hack two targets simultaneously.
Level 17: Specialization Final Evolution
Engineer — Mastercraft
Your turrets and constructs gain double HP. You can deploy a turret or gadget as a free action once per turn. Your crafted items have their duration or charges doubled. Once per short rest, you can instantly repair a destroyed drone or turret to full HP as a reaction.
Hacker — Digital Ghost
You can hack creatures or devices within 120ft without line of sight (as long as they're on the same network or wireless grid). Your hacks cannot be traced back to you. You can maintain control of 3 hacked targets simultaneously. Hacked targets have disadvantage on saves to break free.
Augmenter — Cyberborn
You can install one additional augmentation beyond normal limits. Your augmentations cannot be disabled by EMP or hacking. Once per short rest, you can overclock all your augments simultaneously for 1 minute — gaining +3 to all physical attributes and doubling augmentation bonuses. After overclocking ends, you suffer 1 exhaustion.
Level 20 Apex Ability: Masterwork Protocol
Once per long rest (1 week)
You activate your masterwork programming — a final protocol that grants you absolute dominion over all technology within range. You become one with the machines.
Effects:
- For 1 minute, you can control any technological device within 120ft as a free action
- You can override any electronic lock, hack any system, and disable any augmentation (no roll required — automatic success)
- You gain a holographic shield that grants +5 to DV
- Your primary drone transforms into a Huge size construct with 80 HP, DV 18, and its attacks deal 4d8 damage
- You can attempt to hack any creature with cybernetic augmentations within 120ft: Will save DC 20 or the creature is stunned for 1 round (can repeat at the end of each of their turns)
- You can perceive through any camera, sensor, or electronic device within range
Drawback: When Masterwork Protocol ends, all your technology shuts down for 1 full round — your drone goes offline, your gadgets cease functioning, and your augmentations temporarily disable. You are vulnerable.