TECHNOLOGIST
The technologist is a wielder of advanced arms. They are able to employ their weapons in intriguing ways and can even use energy to replicate their opponent’s weapons. Technologists use energy for transmutation and wield bludgeons, guards, firearms, and foci. They wear medium armour.
SKILLS
Demolish
Requirements: 1ep, equipped bludgeon
Exploit the weakness in your target’s guard with a fierce melee attack. This attack breaks guards and make the target vulnerable to damage, adding +1 to incoming damage for a number of turns equal to half your might.
ALTERS
Sunder
Energy increase: 1ep
This blunt strike can be made more devastating, knocking your target to the ground and dealing 2ep damage.
Disrupt
Energy increase: 1ep
This attack can be made within a field to disrupt it, immediately ending its effect.
Centrifugal Force
Energy increase: 1ep
Until the end of your next turn, your next attack made with this weapon that hits deals 2x damage.
Overpower
Energy increase: 2ep
This attack gains initiative. If it interrupts an ability, that ability is disabled for a number of turns equal to half your might.
Deploy
Requirements: 1ep, equipped guard
Plant your guard in the ground to create a barrier. (If it is a small guard, such as a scabbard or buckler, charge it with energy when planting it). You no longer have your guard equipped, but standing directly behind your guard when being attacked grants an agility bonus equal to half your might (unless the attack breaks guards). Your guard can be retrieved when you are in an adjacent space.
ALTERS
Barrier
Energy increase: 1ep
Charge your guard to extend the protected area by 1m on either side for a number of turns equal to your might. This can be repeated.
Harden
Energy increase: 1ep
As a free action, at any time you can harden your guard, making it immune to one incoming guard break.
Magnetic
Energy increase: 1ep
Pull your guard to you from a range equal to your might so long as there is a line of sight. Make a basic attack against anyone who is caught in its path.
Reflective
Energy increase: 1ep
Charge your guard to make it reflective. Until the beginning of your next turn, when attacks made against someone behind the shield fail to hit them, the attacks are redirected at the attacker. The attacker must make a second roll against themselves.
Incendiary
Requirements: 1ep, equipped firearm
Prepare an explosive charge on your weapon. Your next attack at regular range explodes, damaging a 3m cone originating at your target square, regardless of whether or not the first attack hits. A second attack should be made for the explosion.
ALTERS
Combustive
Energy increase: 1ep
When you prepare your incendiary charge, add a combustive element, causing the resulting explosion to also inflict 1 persistent damage on all targets for a number of turns equal to half your might.
Cryonic
Energy increase: 2ep
When you prepare your incendiary charge, add a cryonic element, causing the resulting explosion to also chill your targets, reducing their accuracy by 2 and movement speed by half for a number of turns equal to half your might.
Concussive
Energy increase: 1ep
When you prepare your incendiary charge, add a concussive element, causing the resulting explosion to shift all targets back 1m and reduce their ep by 2.
Conductive
Energy increase: 1ep
When you prepare your incendiary charge, add a conductive element, causing the resulting explosion to surge energy through your targets. This charge deals 2x damage.
Overshield
Requirements: 2ep, equipped guard
Channel energy through your weapon to project an overshield around yourself for a number of turns equal to half your might. This shield adds +1 protection. This effect does not stack.
ALTERS
Discharge
Energy increase: 1ep
While an overshield is present, spend an action to discharge the shield. The shielding effect is removed, but you make an attack with 2x damage to all adjacent targets and push them 1m away.
Static
Energy increase: 1ep
When generating your overshield, make it generate a static charge to retaliate against attackers. This will automatically deal damage equal to half your might whenever you are struck by an attacker within 2m range.
Transfer
Energy increase: 1ep
After it is generated, spend an action to shift this shield from yourself to an adjacent ally. The remaining duration is also transferred.
Polarize
Energy increase: 1ep
After it is generated, spend an action to polarize the shield. Until the beginning of your next turn, any attacks that are adjacent to the shield or which pass through a space adjacent to the shield are redirected to the shielded person.
Quickdraw
Requirements: 1ep, equipped firearm
Quickly release a shot from your ranged weapon, even while it is stowed. Change weapons to your firearm if you are not wielding it and make a basic attack at up to 15m range in the same action.
ALTERS
Repeater
Energy increase: 1ep
Quickdraw can now also be used to reload your weapon and make a basic attack in the same action.
Off-guard
Energy increase: 1ep
The roll to critically hit with a shot fired from a quickdraw can be made 1 point less.
Startle
Energy increase: 1ep
Quickdrawing now staggers your target and has initiative. If your target doesn’t have a readied action, they are knocked down.
Hipshot
Energy increase: 1ep
You are able to refine your aiming reflexes, gaining +3 accuracy during a quickdraw.
Transmute
Requirements: 3ep, equipped focus
Transmute your focus into an energy based replica of a weapon within your line of sight. All stats and attributes are replicated. This weapon can persist in place of your focus for a number of turns equal to your might.
ALTERS
Mimic
Energy increase: 1ep
If your targetted original weapon is wielded by a person, at any time you may also copy the ability most recently used with that weapon. This ability can be used as long as the replica persists.
Overload
Energy increase: 2ep
Make a basic attack with your transmuted weapon. If this attack hits, it deals damage to you and 3x damage to your target. Regardless of the outcome of the attack, your weapon reverts to its original form. This attack cannot gain more damage from other sources.
Conduit
Energy increase: 2ep
Supercharge your transmutation to gain +1 ep regeneration for as long as you wield it.
Enhance
Energy increase: 2ep
When transmuting your focus, enhance the quality of the replica, granting it +1M, +1E, and +1A.