Machinist

Hymn of the Machine

WardenMechanic

"Ein takes point, Dux on support, Trey carries the package. Qat, just…hold my drink. Keep it frosty.”

~ Ivanhaus DiFortif, Requis Machinist

Do machines have feelings? It’s easy to think not, but one can never be too sure. Some people seem to speak with the machines. They hear poetry in the hums and buzz of their inner machinations. Words of logic, balance, and reason seem to resonate within such souls, erupting forth in a relentless cascade of rhythm, timing, and punctuality.

As the hybridization of the Warden and Mechanic Base Classes, the Machinist communes with the machines and is capable of facilitating the actions of several Bound Machines at once. The trademark of a Machinist is their ability to spawn small Instadroids to heed their beck and call. In addition, Machinists can plant a signal generator to enhance their control range, operate the commandeering Overlord Drone, and easily command a veritable army of machines.

Historically Speaking

The first Machinists were recorded among the Remnant survivors of Aachen Temple. The temple was constructed to guard one of the few entrances to the Archives, a labyrinthian ruin full of lost truths of the Old World alive with the busy hum of countless machines, some helpful but most lethal. Machinists worked tirelessly to carve out a small haven of knowledge and technology in an unforgiving world, enforced by their connection to the machines within. After the formation of the Eternal Enclave, the Aachen Machinists began seeking out the few existing Remnant strongholds, offering what assistance they could to ensure the proper facilities remained intact for Remnants still locked within Stasis under their care. Their remarkable talent with machines and technology made Remnant settlements beacons for those interested in the mechanical disciplines.

The Modern Machinist

Aspiring Mechanics seeking a more meaningful relationship with their constructs strive for the methodology established by the Aachen Machinists. Their superior skills at constructing and controlling mechanical devices and creatures are in high demand worldwide. Machinists are often expert organizers, influencers, or designers, taking on more personable roles within their organization. Companies often seek modern Machinists for their crafting talents, mechanical expertise, or spiritual guidance. A Machinist can easily find a career as an architect, advisor, or teacher. On the other hand, unscrupulous Machinists construct terrible mechanical monstrosities to wreak havoc on their behalf.

Class Features

The Machinist’s Class Features are focused on manifesting Instadroids to do their bidding, enhancing the range of their Matrix Commands, and operating the empowering Overlord Drone. The Machinist Class benefits from having high Will, Focus and Charm Attributes.

Vitals

Hit Points Per Rank: +7

Action Points Per Rank: +5

Equipment Training

Weapons: Hammer, Launcher, Lumen Driver, Matrix Controller, Omni Kit, Staff, Unarmed

Armor: Cloth Armor, Light Armor, Energy Shield

Elements: Biotic, Cryonic, Electric, Pyrotic

Class Abilities

At Machinist Rank One (1), a Character receives the following pair of Class Abilities:

Innate Class Abilities: Electronics/Engineering

They gain a bonus to Class Ability Checks equivalent to half (½) of their Machinist Rank. An additional Class Ability from the following list is chosen at Machinist Ranks Three (3), Five (5), and Seven (7):

Selected Class Abilities: Culture, Deception, Intimidation, Investigation, Perception, Tact

Machinist Ranks

When distributing a Class Rank, remember that a Character’s Hybrid Class Rank cannot exceed both of a Character’s Base Class Ranks.

Machinists see the most benefit from investing in a high Will Attribute, enhancing multiple Class Features such as Overlord, Force Armor, Effect Duration, Initiative, and any Apothicine, Investigation, Nature, or Perception Ability Checks. Machinist players can also benefit from investing in a high Focus Attribute, improving Class Features such as Robust Matrices, enhancing Cast Attacks, increasing their Total Action Points and available Action Slots, and benefiting any Arcana, Electronics, or Engineering Ability Checks. Machinists benefit from a honed Charm Attribute, allowing them to assume the role of the Company face, providing a bonus to their Healing Modifier, and benefiting their Culture, Deception, Intimidation, and Tact Ability Checks.

Rank-by-Rank Attributes/Features

Rank One (1). Will (+2), Power (+1), Skill (+1)—Spawn: Instradroid, Signal Generator

Rank Two (2). Pick (+1), Grit (+1)

Rank Three (3). Focus (+1), Will (+1)—Drone Model: Overlord

Rank Four (4). Pick (+1), Charm (+1)

Rank Five (5). Skill (+1), Focus (+1), Will (+1)—Robust Matrices

Rank Six (6). Pick (+1), Grit (+1)

Rank Seven (7). Will (+1), Focus (+1)—Communal Shield

Rank Eight (8). Pick (+1), Charm (+1)

Rank Nine (9). Power (+1), Skill (+1)

Rank Ten (10). Will (+2), Skill (+1), Grit (+1), Focus (+1)—Hivemind

Spawn: Instadroid

Beginning at Machinist Rank One (1), as a Full Action, the Machinist deploys a rapidly constructed Instadroid, a Small-sized machine, in an adjacent space. At the time of this mechanical creature’s construction, the Machinist Rolls 1D6 per point of their Will Attribute to determine their Instadroid’s Hit Points; however, Instadroids have an unlimited duration and remain active until destroyed. The Machinist instantly binds an Instadroid to their Matrix Controller with a Bandwidth (1) as a part of their construction. If an Instadroid is not Bound to a Matrix, it suffers a critical malfunction, dying instantly.

In combat, the Instadroid performs a Standard and Move Action at the end of each Round. The Machinist can issue a new Command, up to six (6) words in length, to an Instadroid as a Move Action. The Instadroid serves to the best of its abilities to follow any given Commands. The Instadroid uses the Machinist’s Statistics to determine their Attacks, Armor, Saves, Speed, and Maneuvers. Instadroids may also attempt Electronics and Engineering Ability Checks using the Machinist’s Ability Statistics. The Instadroid can perform a Cast Attack against an adjacent target that inflicts Crush Damage as a Matrix Controller Attack.  

Signal Generator

Beginning at Machinist Rank One (1), the Machinist can build Signal Generators. This unique device can be deployed in the field with a Standard Action, adhering to nearly any solid surface. For as long as the Signal Generator is active, the Machinist’s Aura Radius is doubled (2*) and centered on the Signal Generator instead of the Machinist for as long as the Machinist remains within the Signal Generator’s Radius. During activation, the Machinist must attempt an Engineering or Electronics Ability Check to determine the device's durability. The Signal Generator does not have Hit Points; but can still be removed by Heroics that disable or Damage devices or an Athletics, Electronics, or Engineering Ability Check. While activated, the Signal Generator serves as a relay for the Machinist’s Matrix Controller, allowing them to issue new Commands to any of their Matrix’s Bound Machines within the Signal Generator Radius. If the Signal Generator becomes disconnected from the Machinist, it temporarily deactivates and returns to a standby mode. As a Rapid Action, the Machinist can deactivate and retrieve the Signal Generator from an adjacent space.

Craft Signal Generator

Prerequisite: Machinist

Action Type: Ritual (1 hour)

As a Ritual at a Forge during Downtime, the Machinist spends one (1) hour crafting a Signal Generator. The Machinist can only share a connection to a single Signal Generator at a time. A Signal Generator can only be connected to the Machinist that created it.

Drone Model: Overlord

Beginning at Machinist Rank Three (3), the Machinist gains access to the dominating Overlord Drone. The Overlord is a flying Tiny-sized bot with a solid magnetic latch and complex overriding software. As a Move Action and an alternate Drone Assist Command through Drone Control, the Machinist can latch the Overlord Drone onto any Bound Machine. While connected through Drone Control, the Machinist can assume direct control of the attached Bound Machine as a Standard Action, granting the Bound Machine an additional Standard Action that turn. In addition, the Bound Machine receives a Precision Enhancement bonus equivalent to half (½) of the Machinist’s Will Attribute to any Attack or Damage Rolls made that turn. The Machinist can directly perceive everything the Bound Machine can perceive while the Overlord Drone remains attached. The Machinist can spend a Move Action at the beginning of each turn to extend the Effect Duration of Overlord an additional Round.

Robust Matrices

Beginning at Machinist Rank Five (5), the Machinist can issue Matrix Commands and interact with Bound Machines within their Aura Radius through sheer force of will, without occupying a Weapon Slot. The Machinist can give Commands to an Instadroid as a Rapid Action. The Machinist increases the Bandwidth of their Matrix Controller by one (1) for every 5 points of their Focus Attribute. Bandwidth limits the number of Machines that can be Bound to a Matrix Controller. More powerful, dangerous, or valuable machines may require additional Bandwidth to control.

Communal Shield

Once at Machinist Rank Seven (7), the Machinist’s Signal Generators receive an upgrade, granting a protective barrier to any Bound Machine within the Signal Generator Radius that strengthens when surrounded by additional machines. Bound Machines and Instadroids within the Signal Generator Radius gain a Barrier Enhancement to Damage Resistance (+2) against all Damage Types for each Bound Machine within the Signal Generator Radius. This Barrier Enhancement can be stacked a number of times equal to half (½) of the Machinist's Will Attribute.

Hivemind

As a Master Machinist, at Machinist Rank Ten (10), the Machinist’s Bound Machines can flawlessly work in simultaneous unity in and out of combat. The Machinist’s Passive Perception expands to include anything their Bound or Possessed Machines can perceive. Whenever the Machinist successfully lands a Matrix Cast Attack, any Bound Machines within Weapon Range can utilize a Standard Action to contribute to the Damage Roll. The Dice of the Damage Roll is then multiplied for each Bound Machine contributing in this way (Doubled, Tripled, Quadrupled, etc.). Passive bonuses to damage, such as from Attributes or Training, are unaffected by Hivemind. During Downtime, the Machinist reduces the time to complete a project in Crafting or General or Complex Construction by a single labor hour for every hour a Bound Machine assists with the project.

Machinist Perks

Instant Deploy

Prerequisite: Instadroid

You can manifest Instadroids as a Standard Action, down from a Full Action. 

Manufactured Redundancy

Prerequisite: Signal Generator

Whenever you perform a Ritual to Craft a Signal Generator, you instead Craft Two(2) Signal Generators.

Overlord Efficiency

Prerequisite: Drone Model: Overlord

You can now assume direct control through your Overlord as a Standard Action, down from a Full Action.

Machine Learning

Prerequisite: Robust Matrices

Your Commands issued to Bound Machines no longer have a Word Limit.

Bound Barrier

Prerequisite: Communal Shield

Your Communal Shield counts and applies to your Bound Machines at all times, not only within the effect of your Signal Generator.

Construction Crew

Prerequisite: Hivemind

Each Bound Machine that assists with a construction project cuts the time in Half(½), up from a Quarter(¼,25%).

Machinist Heroics

Instatrooper

Prerequisite: Machinist(Rank 1) 

AP Cost: 10

Action Type: Instadroid

As an Alternate Use of your Instadroid Class Feature, you can instead manifest an Instatrooper, which is identical to an Instadroid but comes equipped with a powerful Rifle Ranged Weapon with a Weapon Range of Six(6) Paces and Three(3) Ammo. An Instatrooper is also manifested with a single backup Ammo Clip. 

Reconstruction Signal 

Prerequisite: Machinist(Rank 2) 

AP Cost: 20

Action Type: Full Action

Range: Signal Generator(Radius)

As Full Action, you can issue a Command to an Active Signal Generator to release a static pulse that causes your Bound Machines within the Radius of your Signal Generator to repair their frames passively. Your Bound Machines within the Affected Area restore 1D6 Hit Points for every Point of your Will Attribute with a bonus equal to your Repair Modifier.  

Static Interception

Prerequisite: Machinist(Rank 3) 

AP Cost: 30

Action Type: Retribution

Effect Duration: Rounds

As a part of your Retribution Class Feature, you can strike your Target with your Driver Cast Weapon as a part of your Reaction. In addition to the typical Effects of Retribution, you inflict your Weapon Damage and the Jammed Condition to your Target for the Effect Duration. Then, the Target can attempt a Force Save against your Force Impact to Negate the Condition. 

Direct Control

Prerequisite: Machinist(Rank 4) 

AP Cost: 40

Action Type: Drone Command

As an Alternate Use of your Overlord Drone, assuming control of a Bound Machine grants your Machine an additional Standard and Move Action. 

White Noise Generator

Prerequisite: Machinist(Rank 5) 

AP Cost: 50

Action Type: Signal Generator

As an Alternate Use of your Signal Generator Class Feature, you can instead create a White Noise Generator. The White Noise Generator is functionally identical to a Signal Generator. Instead, it generates a constant deadening pulse of White Noise that disrupts nearby Devices, making any electronic communications impossible, causing Driver or Matrix Weapons to malfunction, disrupting System Assets, and preventing Bound Machines from receiving Commands or relaying information for as long as the White Noise Generator persists. The White Noise Generator also disrupts video feeds and recordings within the Affected Area. 

Eos Cannon

Prerequisite: Machinist(Rank 6) 

AP Cost: 60

Action Type: Full Action

Range: Driver Range(Line)

As a Full Action, you can sacrifice the life force of any number of Bound or Possessed Machines within the Radius of your Aura to power a mighty lighting cannon that Damages all Targets in a straight line within your Effective Driver Range. Eos Cannon inflicts 1D10 Electric Damage for every Two(2) Points of your Will Attribute for each Bandwidth of your collectively sacrificed Machines. Thus, Eos Cannon irreparably destroys the selected Machines. Affected Targets can attempt a Physical save against your Force Impact to cut any Damage in Half(½).

Roboticist

Prerequisite: Machinist(Rank 7) 

AP Cost: 70

Action Type: Ritual(Four Hour)

As a Ritual at a Forge during a Rest Period, you can spend Four(4) Hours merging Two(2) of your Bound Machines into a new, more powerful Machine. Your new Machine will feature more excellent utility, abilities, or statistics in exchange for requiring greater Bandwidth to operate through a Matrix Controller. 

Communal Enhancement

Prerequisite: Machinist(Rank 8) 

AP Cost: 80

Action Type: Reaction

Range: Signal Generator(Radius)

As a Reaction to a Bound or Possessed Machine within the Radius of your Signal Generator receiving a temporary Enhancement, you can grant an identical Enhancement to all partnered Bound Machines within the Radius of your Signal Generator. 

Neural Strategem

Prerequisite: Machinist(Rank 9) 

AP Cost: 90

Action Type: Cast Weapon Attack

As a Standard Action, while assuming direct control over a Bound or Possessed Machine through your Overlord Drone, you can attempt a Matrix Cast Weapon Attack against a Target within your Bound Machine’s Weapon Range. If successful, in addition to your normal Weapon Damage, your Target suffers 1D10 Electric Damage for every Two(2) Points of your Will Attribute for each partnered Bound or Possessed Machine within the Radius of your Signal Generator. 

Hive Coordinator

Prerequisite: Machinist(Rank 10) 

AP Cost: 100

Action Type: Rapid Action

As a Rapid Action, issue a Command that allows your Bound Machines to maneuver in true synchronicity. The Actions of your Bound Machines can not Trigger Reactions until your next Turn.