Hit Points: You gain +8 additional HP.
	Ability Score Increase: Choose either Intelligence
	or Wisdom to improve by +2.
	Proficiencies: You are proficient in Science plus
	an additional skill of your choice.
	PHASE-SHIFT
	You add a phase device to your base kit.
	ADVANCED TECHNOLOGY
	Whenever you make an Engineering Check to
	discern the function of technology with a Tech
	level of 4 or higher, you add +TD to the check.
	
	
	
	ARTIFICIAL
	Your entire life was within a created environment,
	such as a space station, underground facility, or
	bio-dome. You are practical and careful, because
	you understand artificial environments intuitively.
	Attribute: Wisdom +1
	Life or Death Repairs: You gain advantage on
	engineering checks made when failure would deal
	damage or endanger your life (such as repairing
	an airlock before it fails or diffusing a bomb).
	
	WRIGHT
	From the first wheelmaker to expert repair
	technicians, the wright fills a vital role in any
	civilization. Regardless of your people’s level of
	technological advancement, you’ve learned to
	approach problems in a pragmatic matter and are
	quick to learn new mechanical concepts.
	Bonus Proficiency: Engineering
	Measure Twice: You gain half your Proficiency
	bonus on ability checks with tools you are not
	proficient in.
	
	 
	Class Features
	As an Engineer, you gain the following class
	features:
	HIT & DETERMINATION POINTS
	Hit Points at 1st level: 8
	Hit Points at Higher Levels: 5 per level
	Hit Die: d8
	Determination Points: +2
	PROFICIENCIES
	Armor: Light
	Weapons: Common weapons, Sidearms,
	Longarms
	Tools: Engineering Kit, Explosives, Fabrication Kit
	Saving Throws: Dexterity and Intelligence
	Skills: Engineering, Pilot, Perception
	EQUIPMENT KIT
	You add an Engineering kit to your base kit (see
	page 58).
	JURY RIG
	You are an expert at field repairs, even when
	you have to get creative. When you use an
	engineering kit to repair a machine you heal
	2d8 points of damage instead of 2d6.
	In addition, you may repair an adjacent machine
	as an action rather than only during a short rest.
	MODIFICATIONS
	You don’t just fix and maintain your equipment
	– you’ve also made some special modifications
	that enhance the effectiveness of you and your
	team’s gear. Choose one modification feat (see
	page 99) at 1st level and another modification
	feat at 3rd and 5th level.
	HOLD TOGETHER
	At 2nd level, when you benefit from cover, you
	gain resistance to the damage of attacks hindered
	by that cover.
	Engineer Features
	Level Features
	1 Jury Rig, 1st Modification
	2 Hold Together, Whack-It
	3 Tune-Up, 2nd Modification
	4 Broad Spectrum Scanners,
	Ability Score Improvement
	5 Xeno-Tech Specialist, 3rd
	Modifcation
	WHACK-IT
	At 2nd level, you’ve learned the time-honored
	technique of a well placed thump. As a bonus
	action you can give one adjacent machine +1d6
	temporary hit points. If this brings the machine’s
	HP to above half its normal HP, it begins to
	function immediately. You may only maintain
	these temporary HP on one machine at a time.
	TUNE-UP
	At 3rd level, you add your Intelligence modifier
	to the amount repaired whenever you repair a
	machine or grant a machine temporary HP.
	BROAD SPECTRUM SCANNERS
	At 4th level, you can use Intelligence instead of
	Wisdom when making Perception Checks.
	ABILITY SCORE IMPROVEMENT
	At 4th level, you can increase your Dexterity
	or Intelligence by +2, or you can increase two
	ability scores of your choice by +1. As normal,
	you can’t increase an ability score above 20 using
	this feature.
	XENO-TECH SPECIALIST
	Starting at 5th level, you have gained a broad
	understanding of various technologies alien to
	your home world. When performing an episode
	R&D encounter, you may use this out-of-the-box
	thinking to reduce the time required by one stage
	(minutes requires rounds, hours requires minutes,
	and so on). In addition, you gain advantage on
	any ability check to understand the function and
	design of a technology with which you are not
	already familiar.