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  1. Races

Engineer

PC Race

a cybernetic species and citizens of Vokun Space, responsible for much of the Empire’s technology. Though they are essential to the Empire’s function, the Vokun keep them under close control due to their fear of artificial intelligence.


Physical CharacteristicsEngineers vaguely resemble isopods of ancient Earth, but with more human faces. The average 1.2 m tall and have eight limbs, but typically ambulate bipedally. Either of their upper pairs of limbs may be used as manipulators, though the first pair is shorter and more dexterous. Though they have an internal skeleton, they also possess thick plates of carapace that extend the length of their bodies. This carapace has an iridescent sheen as it has a coating of metalofullerene. The integument of Engineers comes in several different colors that may denoted their caste.

Engineers as a species have integrated with their technology. All adult Engineers have metaganglia providing conscious control of many aspects of their bodies' functioning and linking them to their spimes and noosphere. If an Engineer’s body is badly damaged, they can download their minds into another from a remote backup.

Other than having a sense of their species as a whole, Engineers do not recognize kinship, nor do they form pair bonds. Mating is a casual affair with no real associated emotion. Young are born in communal nurseries and are pre-sapient. They crawl around Engineer ships, directed by signals from adults, just another tool. Those that survive the second instar are “uplifted” to full sophont status by infection with the appropriate nanites.

Psychological Characteristics: Engineers are somewhat literal-minded and pedantic, though they're fairly gregarious when their is a topic of conversation that interests them. They are adverse physical confrontation and danger, often to the point of cowardice from the perspective of other species. When they feel endangered they attempt to roll themselves up as much as possible. They make poor fighters, but their aptitude for technology makes them excellent technicians and (of course) engineers.

Names: Engineers use long designation codes that provide in-formation on expertise, location, and genetic lineage. At the Vokuns’ insistence, Engineers use a base designation of one or two syllables with other sophonts.

Examples: Aznat, Enek, Inaat, Ikatik, Mnazek, Ndzat, Omnak, Tlek

Backgrounds: Engine Crew, Technician.

Classes: Expert only.

Attributes: Minimum Constitution of 11.


Special

Additional Limbs: As many as four of an Engineer’s limbs can be used to manipulate objects with standard manual dexterity, but they gain no additional attacks.

Bodyswapping: Should an Engineer’s body become irrevocably damaged, its mind may be downloaded into a new body from a remote backup. The process of mind-reintegrating takes 2d12 hours. If the Engineer dies before she can personally log her reembodiment request, she will be at the mercy of her fellows. 

Without a particular need, the routine re-embodiment queue may run 2d20 days.

Carapace: Engineers have a base Armor Class of 4 against weapons Tech Level 3 or lower.

Cyberware: All Engineers have the equivalent of a Direct Neural Interface (Level Two), an Integral Biostatus Monitor, and an Integral Commlink.