A Glabrau raises their hand to the sky and a robot propellers down, raining gunfire on their foes. Its chest cavity opens, firing a rocket to scatter the enemy.
A Kyrrov clambers into the cockpit of her mech and straps herself in. Her senses extend until she and the mech are one and the same.
An amphibious robot dives deep, powered by a turbine on its back. Its Piranthi pilot clings to the chassis as they blast through the water at breakneck speed.
Dark Matter Core
At the heart of a roboticist’s unique build is its power source, the Dark Matter Core. The Core renders a robot immune to electromagnetic attacks (EMP weaponry and abilities) and grants them resistance to a number of magical effects. Although roboticists don’t directly use the Dark Matter Core as a scientist does to emulate spellcasting, they can accomplish a number of seemingly impossible things by using the core. Perhaps the most crucial powers the Core grants them is the ability to restore their robot when it sustains damage. Magic doesn’t typically have the finesse required to repair complex mechanical machines, but the integration of machine and magic in the robot companion allows for rapid reconstruction. Both the scientific and occult communities are mystified by the Dark Matter Core. It is a new marriage of science and magic that is shrouded in mystery despite how many exist in the modern day. Every Dark Matter Core performs slightly differently from the next and each attunes itself to an individual, which further baffles researchers. What is known, however, is that the Dark Matter Core generates energy by cycling charged and dormant dark matter particles in a constant cycle. Spen particles are replaced by exchange with the surrounding environment. The process mysteriously halts if the Core leaves the proximity of the attuned individual. Even those who create their Dark Matter Core themselves are never quite sure what happy accident resulted in their success.
Some roboticists choose to build their robot companion not as a separate entity, but as a battlesuit or mech for themselves. When they find themselves in a conflict, they enter the cockpit and jack themselves in to their robot. In this way, they become the robot, sharing its senses and controlling it with their direct thoughts rather than programmed responses. Militaries across the Nacora Galaxy employ roboticists specifically for this purpose. Mechsuit soldiers can engage directly with spaceships and even travel through the void of space.
Creating a Roboticist
Your first question when making a roboticist should be when, where, and why they built their robotic companion and how they acquired their Dark Matter Core. Even though a first level roboticist doesn’t begin with either, it’s important to know that it is something they will soon construct and accomplish and it can help flesh out a backstory for the character. Beyond that, it is important to consider what kind of robot you will have and the relationship between roboticist and robot. Like any technological specialist who wields unique equipment, you should also think about what sort of funding your roboticist may or may not have had in regards to their work or their robot.
You can make a roboticist quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the mechanic background. Third, choose skills that use your best ability scores and select the following starting equipment: a plasma rifle, mark I handheld computer, shield bracers, and a personal energy barrier mark II. Finally, choose the shocking grasp and mage hand gadgets.
The roboticist is a new companion-focused class that allows you construct a robot and use it for any purpose you desire. The character you’re building might be the roboticist, but the mechanical build of your robot is what makes your character unique. Given the nature of the class and the action economy involved, it is recommended that for a party size greater than 5 you should consider avoiding this class, or otherwise discuss how to best facilitate two additional units (this is most easily solved by taking a mech suit style approach to the robot companion). As a roboticist you gain the following features.
Hit Points: 1d6 per roboticist level
Armor Proficiencies: None
Weapons Proficiencies: Simple weapons
Tools Proficiencies: None
Saving Throws Proficiencies: Intelligence, Wisdom
Skills Proficiencies: Choose four from Acrobatics, Computers, Deception, History, Intimidation, Insight, Investigation, Mechanics, Piloting, Science, and Stealth
Equipment: You start with the following equipment, in addition to the equipment granted by your background.
- A simple weapon costing 1000 cc or less.
- A credstick with 2500 cc.
- Cyberware purchased and installed at character creation is half price for you.
Building Your Robot Companion
Your robot has a base set of abilities and features. Once you start with this set, you can install customizations to your robot by using your customization points. You have a number of points to spend based on the Customization Point column of the roboticist table.
The Full Roboticist suite of flavor and abilities will be found in the Spaceships and Starwyrms: Core Sourcebook.