No longer the nervous initiate, the Journeyman Tuner wears a weathered, custom-rigged guild suit covered in tools, diagnostic screens, and lucky charms from successful missions. They move with efficient confidence, their hands steady even when Metronomes scream in discord. A highly modified Watchful Monitor hovers at their shoulder—no longer just a camera, but a mobile workbench and defense turret.
Journeyman Tuner Tradesperson 6
Perception +14
Languages: Common
Cooperative Nature: Tuners are natural assistants; they have a +4 circumstance bonus to Aid Checks.
Basic Modifications: Tuners are able to apply the Big Boom, Bunker Buster, Incapacitant, Magnetic Levitator, Long-Range Propulsor, Troubleshoot, Desperate Repair, or Killbot Mods.
Damage Customization Mods: Energy Versatility, Physical Versatility
Chronodrone: A Journeyman Tuner is accompanied by an Exocortex Surveilance Drones they constructed as part of their initiation into the Mechanic vocation. This Drone transmits it’s sensory input to the tuner and can prevent them from being put Off-Guard by being flanked
Remote Operation: The Tuner can remotely operate a vehicle or other machine through their Watchful Monitor
Skills: Computers +16, Chronomancer Lore +15, Crafting +17, Society +13, Thievery +14
Gear: Advanced Hammer (Ghostkiller), Advanced Laser Pistol(Tactical Smuggler’s Grip), Tactical Estex Suit(Tactical Rebreather, Tactical Radiation Buffer), Tuner’s Rig (Tactical Pulse Rule, Tactical Repair Kit, Tactical Hacking Kit)
Str +2, Dex +4, Con +3, Int +5, Wis +3, Cha +2
AC 23; Fortitude +12, Reflex +15, Will +11
HP 95
Speed 25 ft.
Melee Advanced Hammer (Ghostkiller), +9 [+4/-1] (Shove), Damage 1d8+1 bludgeoning; Shock Baton +14 (1d6+4 bludgeoning + 1d6 electricity, Agile, Nonlethal)
Ranged Advanced Laser Pistol +11 [+6/+1](1d6Fire) Wrist-Mount Laser +16 (1d6+3 fire, range 40 ft., Agile)
Abilities
Field Fabrication: Can craft temporary items (level 3 or lower) in 10 minutes using scrap; items last 1 hour.
Overclock (2 Actions): The Tuner boosts an ally’s tech weapon or armor, granting a +1 status bonus to attacks or AC for 1 minute, but the item takes 1d6 damage when the effect ends.
Drone Command: Can issue commands to their Monitor as a free action once per round.
Percussive Maintenance: Once per round, if a tech device fails a check or malfunctions within reach, the Tuner can Strike it (AC 15) to allow an immediate reroll of the failed check with a +2 circumstance bonus.
Chronodrone
AC: 21, HP: 42
Abilities: Fly 30ft, Spark attack (+14, 2d6+5 electricity).
Influencing a Journeyman Tuner
Traits: Competent, crisis-hardened, authoritative technician; Chronologists Guild team leader
Perception: +14 (technological insight, micro-vision)
Will: +11
Discovery:
Perception DC 21 to notice their habit of checking the structural integrity of every room they enter, or to spot the custom, non-standard modifications on their gear.
Society or Chronomancer Lore DC 20 to understand their rank allows them to authorize field requisitions and bypass standard safety protocols during emergencies.
Influence Skills and DCs
Influence Thresholds
Resistances
Bureaucracy & Red Tape: Attempts to use rigid protocol or "by the book" arguments raise all DCs by 2 (DC 21+). They value what works, not what's written.
Feigned Competence: If a PC fails a Crafting or Computers check to influence them, the DC for all future technical influence attempts increases by 4 ("Don't waste my time if you don't know the tools").
Weaknesses
Crisis Resolution: If the party successfully resolves a dangerous hazard or combat encounter while protecting Guild assets, they gain an automatic Influence Point.
Custom Tech: Showing off a unique, custom-built gadget or weapon modification lowers Crafting and Computers DCs by 2.
Direct Action: Successfully using Intimidation to take command of a chaotic situation (not against the Tuner directly, but to order others) earns their respect (lowers Diplomacy DC by 2 for the rest of the scene)[repository_file:f07916b9-a1c5-4f7c-8068-4c15092234ff].
Role in Play
Journeyman Tuners are the squad leaders of repair crews or the sole technical officers on dangerous deep-space missions. They are less deferential than Juniors, often barking orders during crises and valuing competence over protocol. They can be invaluable allies for players needing custom gear modifications, rapid repairs under fire, or access to locked Chronologist facilities.

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