Magical Background: Hyperspace Engineering [Magic]

You are a hyperspace engineer.

Prerequisites: Knowledge (arcane lore) 4 ranks, Knowledge (physical sciences) 4 ranks, Craft (electronic or mechanical) 4 ranks

Benefit: Treknobabble becomes an available class skill for you.

 

New Skills:

 

Treknobabble (Int; Trained Only, Hyperspace Engineer only)

Use this skill to make the devices that makes the physics fall down.

Check: You make a Treknobabble check whenever you attempt to concoct a device or plan.

            Creating a Device: Creating a new invention or other device takes a successful Treknobabble check with a DC based upon the table below. This check is to come up with the theory. If the check fails, the engineer can’t use this skill again for eight hours while he clears his head, goes to Ten-Forward or whatever the heck else.

Description

Item Example

Base Time

DC

Repair of hyperspace device or top of the line technology

Laser rifle, plasma pistol

1d6x10 minutes

10

Improvement of existing technology

Faster computer, 10% speed boost to a vehicle

1d4+1 hours

15

Major improvement of existing technology

25% speed boost to a vehicle

1d10 hours

20

Simple but new use of existing technology

Beam sword

1d6 days

25

New use of cutting edge technology

Freeze ray

1d4 weeks

30

Entirely new but “realistic” technology

Unfolding ablative starship armor

1d6 months

35

New technology that flaunts the laws of science

Hovering robotic drone thing, frequency-modulating laser rifle

1d12 months

40

New technology that alters the laws of science

Planetary wormhole, mind control device

1d4 years

45

New technology that defies the laws of science

Dimensional wormhole, a torpedo that generates a planet full of life.

1d20 years

50

After that, you need to build it. Doing so takes the amount of time indicated on the table and a Craft check with a DC equal to what’s listed, with an equivalent wealth check.

            Boosting Machines: You can boost the output of a device for a short period of time. Doing so takes a Treknobabble check and some time. The DC depends on the table below.

Improvement

DC

Repair Chance (d%)

Ranged Weapons

 

 

+1 to damage

15

01–25

+2 to damage

20

01–50

+3 to damage

25

01–75

+5 ft. to range increment

15

01–25

+10 ft. to range increment

25

01–50

Electronic Devices

 

 

+1 equipment bonus

15

01–25

+2 equipment bonus

20

01–50

+3 equipment bonus

25

01–75

Vehicles

 

 

+1 on initiative checks

20

01–25

+1 to maneuver

25

01–50

+2 to maneuver

30

01–75

The engineer performs the extreme modifications in 1 hour. You can’t take 10 or take 20 on this check. If the check succeeds, the effect of the improvement lasts for a number of minutes equal to your level, beginning when the object is first put into use. You selects the single improvement he or she wants to make prior to making the check. After the duration of the effect ends, the machine reverts to its previous state and a repair chance percentile roll is made. The result of this roll indicates whether the machine requires repairs before it can be used again.

You cannot take 10 or 20 on any Treknobabble check.

Try Again?: It takes eight hours to make checks for designing devices, and you can make as many attempts to boost a device as you like.

Special: Don’t just roll the fuckin’ die, jazz it up. Say you’re “reversing the interphasic tachyon field coils” or something.