Richard posted the grease monkey here. And THAT'S based off this. I copy pasted the bits I liked and shortened the rest. All I wrote was the amusing flaws table.
Grease Monkey
Grease monkeys have no religion, no special faith in
technology and no idea why they can put machines together and they work, where
other people try and get garage art. They’re just handy with a spanner.
Treat as
Thief. Instead of the usual raft of thief
skills, grease monkeys get the following:
Class Abilities
Kinda Smart: You can figure out what a device
does with an INT check. If you fail, you get it after a night's study.
Quick Fix: You can fix anything obviously
broken with another INT check. Same for deactivating things. Warning: fail by 5
and it either breaks for good or terribly backfires.
Gadgets: It can be assumed that the Engineer is
constantly inventing, creating and cannibalizing any number of minor devices.
You can use a gadget to turn any stat check into an INT check: just describe
how it works. Warning: same fail by 5 thing as above.
Any
gadget that WORKS can be named your favorite gadget.
You only get one, but you get Advantage while using it. You can take it apart
overnight, allowing a new gadget to become your favorite.
Long Fix: Broken machines are basically
monsters you fight with a wrench. Hey, Fighters work up to killing dragons,
Grease Monkeys work up to fixing F22's. They have AC and HP, and each 'attack'
takes 4 hours. So roll to hit, add your level, and hopefully deal 1d4 'damage'
with your wrench. Better tools do more, and you'll often need specialized
parts.
Inventions: Every level, you can invent one
utterly new thing. Describe what you're
trying to achieve, and the GM will decide what 'spell level' it would have. If
you could cast that shit as a wizard, you can make it as a grease monkey. Give
it one amusing flaw, get the parts, and file a patent.
Amusing
Flaws
- Solar Powered. Doesn't work in shade, inside, or at night. Can save up exactly one shot.
- Breaks often. After every use 1 in 8 chance it needs 4 hours of maintenance.
- Weird Fuel. Cheap but smelly. Standard supply rules: roll a d12, on a 1 it lowers a die to d10, so on until d4 where it just runs out. Each die takes up an inventory space.
- Slow. Takes 1d4 turns to turn on.
- Lags. Takes 1d6 turns to stop.
- Volatile. If it ever takes 6 points of damage, it explodes. 3d8 to everyone within 10 feet.
- What? 1 in 4 chance it's set in reverse. You didn't even BUILD a reverse setting!
- Gets hot. You can only use it once every second round, unless you want to take 1d6 burning hands damage.
- REALLY LOUD. Roll for wandering monsters.
- Enormous. Takes up your backpack slot.
- Needs your blood. 1d8 will be enough for the day.
- It's also a switchblade! Blade and actual function triggered randomly.
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