Legends of Tolria
The Galactic Game

Subclass Compendium · Engineer

Cybersmith

Augmentation specialist. Installs, refines, and integrates cybernetic and bionic modifications — for themselves and for their crew.

Identity

The Cybersmith is the back-alley surgeon and back-room artisan of the Tier III–IV worlds: Echelon-trained clinic-runners who broke contract, frontier mechanics who learned biology by necessity, Drownside ripperdocs who can flush a black-market wetware install on a folding table by candlelight. Where the Halcyion Tech-Priest sanctifies the machine, the Cybersmith fuses it to flesh. Their Apparatus is often a sterile field-rig and a tray of installation tools — and frequently the most heavily-modded body in the room belongs to the Cybersmith.

Features

  • L3 Wetware Initiate

    You gain proficiency in the Medicine skill if you do not already have it. You can install, maintain, and tune cybernetic augments without clinic-grade equipment, requiring only your Apparatus and 1 hour of work per slot of augment (instead of the standard 8 hours of surgery). You also gain one cybernetic slot (per design doc §9) at no cost; you may install one Tier III or lower cybernetic augment into yourself at character creation or during the next downtime, paying only material costs.

  • L7 Integrated Apparatus

    You can graft your Apparatus directly into your body — a forearm-mount, sub-dermal lattice, or chest-cavity reactor, your choice. While your Apparatus is integrated: it cannot be disarmed, dropped, or separated from you without surgery; you regenerate 1 additional Charge on a short rest (stacking with the class-level Apparatus Synergy at 10th); and you gain resistance to one damage type, chosen at the time of integration from {fire, lightning, kinetic, plasma}, representing the augment's installed shielding. You may re-tune the resistance during a long rest spent in workshop conditions.

  • L11 Modular Self

    Your cybernetic slot count increases by 2 (these are in addition to your normal allotment, and may stack past the standard cap by design doc §9 allowance for Cybersmiths). When you install a cybernetic augment into yourself or a willing ally, you may add one Modular Benefit drawn from this list: +1 to one ability check skill associated with the augment site, +5 ft to walking speed (leg sites only), one additional concealed compartment (any site), or a low-light visual overlay (head/eye sites only). You may re-allocate Modular Benefits during 1 hour of work in a workshop.

  • L15 Augment Adept

    Your installations push past standard tolerances. Cybernetic augments you install (in yourself or in others) confer one of the following enhanced effects, chosen per augment at installation: the augment occupies one fewer cybernetic slot (minimum 0), the augment grants an additional +1 to its associated check (stacking with standard benefits), or the augment can be remotely powered down by you as a reaction within 30 ft (useful for confronting a former client). Additionally, you have advantage on Medicine and Technology checks made to diagnose, repair, or modify any installed cybernetic in any creature.

  • L18 Whole-Body Convergence

    Your own augments have become an extension of your Apparatus and your channel work. Once per long rest as an action, you can enter Convergence for 1 minute: during this time, you gain temporary HP equal to twice your Engineer level, advantage on all Constitution saving throws, your walking speed increases by 10 ft, you regenerate 1 Charge at the start of each of your turns (to your normal maximum), and you have resistance to all damage types you have currently selected via Integrated Apparatus. When Convergence ends, you gain one level of exhaustion that cannot be removed except by a long rest spent in clinic-grade conditions.