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.
- 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.