Bestiary · Humanoid

Human PR 1

Colony Engineer

A frontier colony ships out with a manifest and lives off it for thirty years, so an engineer's trade is substitution: what a pump will take instead of the fitting it wants, which two dead units make one live one, and how long a seal lasts run warm. None of it matches the manual, and all of it is in a notebook only she can read.

Colony Engineer, drawn at Medium scale
Physiology
Humanoid
Size
Medium
Speed
30 ft.
Armor class
14
Hit points
49 (9d8 + 9)
Proficiency
+2
  • STR 12 +1 save +1
  • DEX 14 +2 save +2
  • CON 12 +1 save +1
  • INT 16 +3 save +3
  • WIS 13 +1 save +1
  • CHA 10 +0 save +0
Skills
Investigation +5 , Perception +3 , Technology +5
Passive Perception
13
Languages
Common, Federation Standard
Found in
Settlement , Terran (Verdant)

Equipment

Traits

  • Substitution

    Repairs any colony system from salvage in half the usual time, and can keep a failed unit running for one more day without parts.

  • Equipment Records

    Knows the location, condition and history of every piece of equipment in its settlement.

Actions

  • Heavy Wrench

    +3 to hit · reach 5 ft.

    1d8 + 1 bludgeoning damage

  • Rivet Gun

    +4 to hit · close range

    1d8 + 2 piercing damage

  • Cut Power

    One machine or powered system within 30 feet stops. Restarting it takes an action and a DC 13 Technology check.