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About Tiktik "Overclock"Background:
Tiktik was born in the slums of Absalom Station to parents that could barely take care of themselves let alone a child. So he had to fend for himself from a very early age. And like so many born into the desperation of poverty, he resorted to crime pretty quickly. He learned that many humans and other races found him cute and harmless, which let him get away with picking a lot of pockets and lining his cheeks with lots of useful bits and bobs. He's never thought of himself as a criminal. In fact he doesn't really think too much about the concept of ownership. Things that aren't nailed down, are fair game. He of course has learned there are consequences to getting caught, but that's just a part of the game to him. Another consequence of having to scrounge for everything is that he became quite good at cobbling together items from the junk he could get his hands on. It took a lot of practice of taking apart various devices to see how they work, but he loved doing that long before it had any practical application. Over time he got very good at tweaking technology to improve on its capabilities. That, along with his rather energetic method of speaking earned him the nickname, Overclock.
By the time Tiktik reached adulthood, he'd made various contacts amongst the thieves and smugglers that came through the station. He loved hearing the tales of exploring far off worlds, meeting new creatures, and all the technology that made it possible. He was never able to climb the ranks in any of the various organizations he's worked for, partially due to a lack of ambition to be in charge of anything, and partially because he has a very bad habit of helping himself to a few too many things belonging to his employers. But moving on and find new friends and new obstacles to overcome is his favorite pastime. Skills
SP: 88
Feats: Weapon Proficiency (longarms), Weapon Focus (longarms), Versatile Specialization, Spellbane, Iron Will, Improved Initiative Mechanic Trick: Improved Overcharge (Ex):
As a standard action, you can use your custom rig to
overcharge and attack with a ranged energy weapon or a melee weapon with the powered special property (see page 181) that you’re holding. If you hit, you deal 2d6 additional damage of the same type the weapon normally deals. This attack uses three times as many charges from the battery or power cell as normal and can’t be used if the weapon doesn’t have enough charges. This trick has no effect on a weapon without a battery or power cell. You can instead use this ability as a move action on a touched powered weapon that is unattended or attended by an ally to grant the same effect to that weapon’s next attack before the beginning of your next turn. Overload:
As a standard action, you can cause a short in an electronic device,
including most ranged energy weapons, melee weapons with the powered special property, or a single armor upgrade. This makes the device nonfunctional for 1 round. Overload doesn’t cause a locked door, safe, or other device to open, but it prevents anyone from opening it for 1 round. You must be adjacent to the device to use this ability. If you have a drone, you can instead use this ability on an electronic device adjacent to your drone. If you have an exocortex with the wireless hack ability, you can instead use this ability on any electronic device within range of your exocortex’s wireless hack. If you use overload on an item or armor upgrade in someone’s possession, the owner can attempt a Reflex saving throw to negate the effect (DC = 10 + half your mechanic level + your Intelligence modifier). Overload doesn’t affect androids, cybernetics, drones, powered armor, robots, or creatures with the technological subtype (all of which have shielding against this sort of attack), or items larger than Medium. Once a device has been successfully overloaded, a residual static charge prevents that device from being overloaded again for 1 minute. Miracle Worker 2/day:
As a move action, you can repair damage to a starship’s systems or modify a suit of armor or weapon to function more efficiently. To use this ability, you must be able to handle the item affected without impediment. You can use this ability once per day at 7th level, plus one additional time per day for every 4 mechanic levels you have beyond 7th. The exact effect of this ability depends on the object or system you are modifying.
Armor: You grant a +2 enhancement bonus to a suit of armor’s EAC and KAC for 1 minute. Weapon: You grant a +2 enhancement bonus to a weapon’s attack and damage rolls for 1 minute. Damaged Ship: You restore a number of Hull Points equal to the starship’s base frame HP increment. If this raises the ship’s HP over a multiple of its Critical Threshold, you can repair critical damage to one system per multiple, reducing its severity by one step. For example, if your starship’s Critical Threshold is 8 and you restore 10 HP, reducing the damage to the hull from 17 HP to 7 HP, you could restore one system from wrecked to glitching. Using this ability during starship combat is your action for the turn, and you can do it only during the engineering phase. See page 292 for more on ship construction and page 320 for more on damage to ships. Overclocking:
You have augmented the performance of your AI for maximum response timing. You gain a +2 insight bonus to initiative checks, and either you (if you have an exocortex) or your drone (if you have a drone) gains a +2 insight bonus to Reflex saves. Remote Hack:
You can use your custom rig to attempt Computers and Engineering skill checks at a range of 20 feet. At 7th level and every 2 levels thereafter, this range increases by 10 feet. A target of this ability (or a creature attending or observing
your target) can attempt a Perception or Sense Motive check (DC = 10 + 1-1/2 × your mechanic level + your Intelligence modifier) to determine that you are the origin of this activity. Recalibrate Engines:
Recalibrate Engine (Ex) Source Starfinder Armory pg. 146 As a full action, you can spend 1 Resolve Point to modify a touched vehicle’s engine with your custom rig to get a little more or less power out of it for 1 minute per mechanic level or until you undo it as a full action. The vehicle gains a +10 foot enhancement bonus to its speed and a +50 feet (+5 mph) enhancement bonus to its full speed (to a maximum of double) and its Piloting modifier is reduced by 2. You can also penalize its speed to increase its piloting modifier. Additionally, when filling the engineer role during starship combat you use the recalibrate engine ability in place of any other engineering action. The ship gains a +2 enhancement bonus to its speed for 1 turn, and the Piloting check made in the Helm phase to determine the order of movement of starships gains a +2 enhancement bonus, but all other Piloting checks made that turn take a –5 penalty. Override:
Override (Ex) - 9th Level Your overload class feature now affects androids, drones, robots, and creatures with the technological subtype, which must succeed at a Will saving throw (DC = 10 + half your mechanic level + your Intelligence modifier) or be dazed for 1 round. If the target fails its saving throw by 10 or more, it is not dazed and you can dictate its actions for 1 round, though these actions can’t be obviously self-destructive. Once a creature has attempted a saving throw against this attack (regardless of the result), it is immune to this attack for 24 hours. Repair Drone:
repairing Elliot now restores 25% of his max HP. Sovereign Helm DC22:
This strange silvery helm features a glowing band of greenish energy. Four metal clasps attached to long, sharp appendages poke out from the crown of the helm. When the apparatus is held over the head of a Small or Medium living creature for 1 minute, the band of energy pulsates wildly, and at the end of that time, the clasps slap down and start to painlessly burrow into the creature’s cranium. After another full minute, the appendages become fully embedded, and the sovereign helm begins the 24-hour process of rewriting the neural pathways of the subject’s brain. If the helm is removed at any time during this period and then placed back onto the same subject, the 24 hours begin anew. Once this process is complete, the sovereign helm grants the wearer some control over constructs with the technological subtype.
While a sovereign helm has a different method of installation than most augmentations, it acts as a brain system augmentation in all other ways. You can’t wear and make use of a sovereign helm if you have preexisting brain system implantation, nor can you install a brain system implantation while a sovereign helm’s apparatuses are burrowed into your cranium. Once the sovereign helm has fully rewritten your neural pathways, it allows you to spend a standard action in an attempt to assert some amount of control over a single construct with the technological subtype that you can see within 60 feet of you. A targeted construct must attempt a Will saving throw (DC = 10 + half your level + your key ability score modifier); on a failure, it must stop what is doing and can do only what you command (using only the following commands) until the end of your next turn. If the construct succeeds at its saving throw, it is immune to your sovereign helm’s control for 24 hours. Full Stop: The construct cannot do anything until the end of your next turn.
After the first round a construct has failed its save, you can attempt to maintain your control over it with a move action each round, but the construct can attempt another saving throw. If the construct succeeds, you lose control and the construct is immune to your sovereign helm’s effects for 24 hours. If the construct fails, your control over it continues until the end of your next turn, and you can choose the same or a different command from the list. A sovereign helm allows you to control only one construct at a time. Equipment:
On Elliot 1 fire extinguisher mounted on uniclamp/rifle (L bulk) 1 Kish Yellow Star Plasma Rifle (2 bulk) 1 Selective Weapon Fusion (installed on rifle) (0 bulk) 1 mass produced tent (1 bulk) 2 uniclamps mounted on rifle (0 bulk) 1 CRAFTED heavy bipod mounted on rifle (0 bulk) 2 spare Kish hi-capacity batteries (0 bulk) 1 Haste Circuit armor upgrade (installed in mod slot #1) (L bulk) 1 Mk1 Thermal Capacitor armor upgrade (installed in mod slot) 1 CRAFTED industrial backpack (0 bulk when worn) 1 grappler mounted on uniclamp/rifle (L bulk) 1 100' adamantine cable line (5L bulk) 1 advanced medkit (1 bulk) Tiktik wearing/carrying
in cheek pouches
5.3 bulk (1.8 in cheek pouch); (4.8 bulk for drone)
Elliot, my hover drone Skills
Drone feat: Weapon Focus (longarms), Weapon Spec (longarms), Mobility, Shot on the Run, Great Fortitude
[dice=overcharged MDR]1d20+15[/dice]
[dice=plasma rifle]1d20+15[/dice]
(+1 circumstance bonus to both, if both target the same) [dice=grenade vs AC 5]1d20+7[/dice] |