Pyrrhic Stars
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Technologist

Bridge between the quantum and technology, Technologists represent the ultimate evolution of imperial engineering. Trained in the Empire's prestigious dual institutes, they master both electrical circuits and arcanotechnical fluxes, creating synergies impossible for an uninitiated mind. Their neural implants allow them to interface directly with computer systems, while their understanding of quantum energies transforms every piece of equipment into an instrument of war. On the field, they sow confusion in enemy ranks, corrupt hostile data, and turn adversary technologies against their former masters. Unpredictable and versatile, they embody the Empire's technological superiority.

Technologist

Base stats

Hit Points
30 PV
Speed
6 m/turn

Flux system

Reserve:
20
Per turn:
5
Recovery:
3

Innate resistances

RMEC:
0
RRAD:
0
RINT:
0

Characteristics

Strength 9
Dexterity 11
Constitution 10
Intelligence 16
Perception 12
Precision 8
Charisma 14

Arcanotechnic affinities

Combat

Ranged 2
0

Schools

school.electricite 3
school.magnetique 3
Illusion 3
Bioarcanotechnics 2

Types

Alteration 3
Enhancement 2

Starting equipment

Weapons

PistolStandard sidearm, easy to conceal and handle. Ideal for close-range combat or as a secondary weapon.1d8300 credits

Armor

Military neural implantThis latest-generation neural chip interfaces directly with the cerebral cortex to augment cognitive computing capabilities. Equipped with military security protocols and advanced intrusion algorithms, it allows its wearer to navigate enemy computer systems with superhuman fluidity. The implant also integrates safeguards to avoid the most dangerous logic traps.4000 creditsStabilizer exoskeletonSniper exoskeleton with advanced stabilization systems for precision shooting.2600 creditsCombat droneAutonomous combat drone controlled via neural interface, capable of tactical assistance and spellcasting.3500 credits

Consumables

Healing kitFirst aid kit containing bandages, antiseptics, and stimulants for quickly treating wounds.15 HP120 creditsEMP bombElectromagnetic pulse that temporarily neutralizes all electronic equipment within the area of effect.500 credits

Skills

EngineerExtensive technical training in mechanics and electronics enabling equipment repair and construction.8 ptsHackerExpertise in computer and electronic systems enabling hacking and technology manipulation.8 pts

Spells

Jamming (Lv. 1)Jams the target's electronic systems.4 fluxmagnétiqueVoid (Lv. 1)Lance une EMP à faible zone au point ciblé.4 fluxmagnétiqueOverclock (Lv. 1)Overclock l'exosquelette de la cible, augmentant ses capacités temporairement.5 fluxbioarcanotechniqueData theft (Lv. 1)Steals data from the target.4 fluxillusion

Gameplay guide

The Technologist is a support class that can reduce the combat strength of targets and break established tactics while you deploy your own. The Technologist has undeniable effectiveness outside of combat, being able to open new routes and limit the group's risk of missteps. Keep your spells in mind, even outside of combat.