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.