Zorbrak · Machinist 3 (Riveter) · Homeworld Vulx · Works out of Titan IX
Character name not yet received — rename this page when it arrives.
Appearance
A bipedal mantis-like insectile, five to seven feet, carapace in whatever hue the player likes, a jagged protruding maw, two sensory antennae, and a second pair of scythe-like arms folded under the working ones.
Background
A freelance machinist selling into the galaxy’s permanent wars rather than fighting them. Polite, good-natured, mostly indifferent — compassionate when the cause is just or the pay is good.
His philosophy is that the tool is neutral and the artistry is in the use. That is not only a personality trait: Titan IX is the headquarters of the Grimnir Company, a galaxy-spanning military-industrial complex that sells weapons, transports and mercenaries to the highest bidder under a strict code of business and neutrality, and which looks down on the scheming of the Nexus Consortium. He has built a personal ethic out of GrimCo house culture — sell to anyone, judge no one, the use is not the maker’s problem.
He also distrusts magic: a loan you hand back the moment it stops working, as against a thing built with your hands that is still yours at the end of the week.
Loadout
- Tools — Bypass Tools, Mechanic’s Tools, Engineer’s Tools and one Crafter’s Tools; any of them is his spellcasting focus
- Spellcasting — Intelligence-based; Machinist spells have no V component (tools in hand, no words)
- Manufacture — halves crafting time, knows Mending; as a Magic action conjures any non-magical gear worth $500 or less, Int-mod times per Long Rest, lasting until the next Long Rest
- Rapid Repair — pool of d6s equal to 2 × Int mod; Bonus Action at 30 ft, repairs a Construct, object, structure or vehicle
- Spark of Innovation — one Machinist spell of level 2 or lower, free and unprepared, once per Long Rest
- Schematics — three Hypertech Schematics known
- Deploy Turret — Bonus Action, Small turret within 5 ft; AC 17, 15 HP, up to two at once, one hour each; Int-mod uses per Long Rest or spend a slot to recharge. Must be within 60 ft to activate
- Turret actions — Flash Charge (Con save or Blinded) · Rivet Burst (2d6 piercing, target’s next attack at Disadvantage) · Plasma Arc (30 ft Line, Dex save, 2d8 lightning, ignites) · Relocate (flies 60 ft)
- Riveter spells — Burning Hands and Withering Lightning, always prepared
- Zorbrak traits — Climb 30, Darkvision 60, Fearless (Advantage vs Frightened), Prey Stalker, Scything Claws (1d8 slashing, Finesse, crits on 19–20 with Advantage), Wraithform (Bonus Action Invisible until the start of his next turn, PB per Long Rest)
- Light and Medium armour and shields — the squishiest person in the party
Notable
- The party’s second and more precise engineer: Intelligence primary with three tool proficiencies, so he out-rolls Varrik on delicate work while Varrik keeps the heavy physical restores
- Rapid Repair heals Calvin, who is a Construct
- Manufacture quietly undercuts the light and gear clocks — Power Cells, flashlights, motion sensors, handcuffs out of nothing
- No Sentinel Mode and no remote fire — that is Machinist 5; at this level he must stay within 60 ft of his own turret
- Sheet not yet received; the above is what the build gives at level 3