Engineers

Building and maintaining machines

Engineers are well educated, practical individuals with a deep understanding of science and mechanics. They are responsible for the many advanced technologies available throughout the Mavros system and the most experienced engineers usually ultimately join the Gravitational Engineering body responsible for the orbits of the planets themselves.

From varying levels Engineers gain abilities and bonuses that they can use throughout their journeys ...

Class Bonuses

From Level Title Description
1 TOOL KIT Engineers may restore hit points to a ship equal to their total levels in Science per day. Multiple engineers may work to repair a ship together, combining their totals each day.

Class Abilities

From Level Title Description
1 LEVEL 1 QUANTUM DEVICE The engineer can build a portable device capable of causing a level 1 Quantum Magic Effect. The device may then be used up to three times per day.
2 ANOTHER LEVEL 1 QUANTUM DEVICE The engineer can build a second portable device capable of causing a level 1 Quantum Magic Effect. The device may then be used up to three times per day.
3 LEVEL 2 QUANTUM DEVICE The engineer can build a portable device capable of causing a level 2 Quantum Magic Effect. The device may then be used up to two times per day.
4 ANOTHER LEVEL 2 QUANTUM DEVICE The engineer can build a second portable device capable of causing a level 2 Quantum Magic Effect. The device may then be used up to two times per day.
5 LEVEL 3 QUANTUM DEVICE The engineer can build a portable device capable of causing a level 3 Quantum Magic Effect. The device may then be used up to two times per day.

Quantum Magic Effects

By the goddesses Archos and Telos and their demi-gods, engineers of the Mavros system have come to learn how to build small devices capable of maipulating the quantum field and effecting objects, creatures or areas on a macroscopic level. These "tricks" are then triggered by the device, which can take many different forms (such as a box with a button, a pistol with a trigger, a projector with a remote control). In all cases, the nature of the device is set when the engineer builds it and it cannot later be changed.

Level 1 Quantum Magic Effects

Effect Duration Description
Charm 1 hour You attempt to charm another intelligent being you can see within 10 m. They must make a DC 11 Wisdom Ability check, and do so with advantage if you or an ally are fighting them. If they fail the check, they are charmed by you until the spell ends or until you or your allies do anything harmful to them. During the spell, they regard you as a friend.
Disguise 1 hour You make yourself (including your clothing, armor, weapons, and other belongings on your person) look different until the effect ends or until you use an action to end it. You must still appear as your own species however you may imitate someone you have met or just alter your appearance so as to not look like yourself. Any additional height, width, clothing or items you make appear with this effect are purely holographic and cannot be touched. If, for example, you were to make yourself a foot taller, then if someone were to touch your higher apparent head then their hand would pass through it. Likewise, if you change your appearance to look as though you are wearing armour or carrying an item, a simple touch will reveal these to be holographic too.
Shield 1 minute An invisible barrier of energy forms around you and protects you. Until it ends, you gain +5 to your AC.
Sleep 1 minute This effect sends a character or terrestrial creature into a deep sleep. The target must succeed a DC 12 Constitution check or fall asleep for 1 minute.

Level 2 Quantum Magic Effects

Effect Duration Description
Climb 1 hour Until the effect ends, one willing character you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving their hands free, at the same speed and with the same ease as if they were walking on normal ground.
Dark 10 minutes Inpenetrable darkness spreads from a point you choose within 20 m of you and fills a 5 m sphere for the duration.
Hold 1 minute A character or terrestrial creature you can see within 20 m must succeed on a DC 13 Wisdom check or be paralyzed for 1 minute, unable to move or take any actions or bonus actions.
Invisibility 1 hour A character or terrestrial creature you touch becomes invisible until the effect ends. Anything the target is wearing or carrying is invisible as long as it is on their person. The effect ends if the target makes an attack or uses a Quantim Magic device.

Level 3 Quantum Magic Effects

Effect Duration Description
Dispel Effect Instantaneous Choose one character, creature, object, or general effect within range. Any quantum magic effects on the target ends.
Fly 10 minutes A character or terrestrial creature you touch gains a flying speed of 20 m per round until the effect ends with no maximum altitude. If the target is still flying when the effect ends, they fall.
Show Instantaneous Any characters or terrestrial creatures made invisible by the "Invisibility" effect or any otherwise invisible items within 20 m of you become visible.
Speed 1 minute A character or terrestrial creature touched by the casting device triples their speed until the effect ends. This effect may be cast with Fly to produce a flying speed of 60 m per round.