You can’t leave anything alone. If it’s near you for more than five minutes, you’ve disassembled it and made it into something new. You’ve always got at least two screwdrivers and a wrench in your pockets. Computer down? No problem. Hydrogen burner out in your Metrocar? No problem. Can’t get the video to run or your interface glitching? No problem.
You make your living building, fixing, and modifying — a crucial occupation in a technological world recovering from a War that broke the back of the supply chain. You can make some good bucks fixing everyday stuff, but for the serious money you need to tackle the big jobs. Illegal weapons. Illegal or stolen cybertech. Corporate espionage and counter-espionage gear for “black operations.” If you’re any good, you’re making a lot of money. And that money goes into new gadgets, hardware, and information.
Your black market work isn’t just making you friends, it’s also racking you up an impressive number of enemies as well — so you invest a lot in defense systems and, if really pushed to the wall, call in a few markers on a Solo or two. You’ve fixed up tech for everybody from black ops Corporate samurai to Ms. Zepada down the block. No one’s ever come back to you with a complaint, but that might be because of the turrets guarding your front door. You’re addicted to technology in all its forms and that’s what makes you a Tech.
This City depends on technology to keep everything from going full-on post-apocalypse. And that means everyone depends on me.
1d10 | Type |
---|---|
1 | Cyberware Technician |
2 | Vehicle Mechanic |
3 | Jack of All Trades |
4 | Small Electronics Technician |
5 | Weaponsmith |
6 | Crazy Inventor |
7 | Robot and Drone Mechanic |
8 | Heavy Machinery Mechanic |
9 | Scavenger |
10 | Nautical Mechanic |
1d6 | Collaborator |
---|---|
1 | Family Member |
2 | Old Friend |
3 | Possible Romantic Partner |
4 | Mentor |
5 | Secret with gang connections |
6 | Secret with corpo connections |
1d6 | Workspace |
---|---|
1 | A mess strewn with blueprint paper |
2 | Everything’s color-coded but still a nightmare |
3 | Totally digital and obsessively backed up every day |
4 | Everything is designed on your Agent |
5 | You keep everything, just in case |
6 | Only you understand your filing system |
1d6 | Client |
---|---|
1 | Local Fixers who sends you clients |
2 | Local gangers who also protect your work or home |
3 | Corporate Execs who use you for “black project” work |
4 | Local Solos who use you for weapon upkeep |
5 | Local Nomads and Fixers who bring you “found” tech to repair |
6 | You work for yourself and sell what you invent/repair |
1d6 | Supplies |
---|---|
1 | Scavenge the wreckage of abandoned zones |
2 | Strip gear from bodies after a firefight |
3 | From a local Fixer in exchange for repair work |
4 | From Corporate Execs in exchange for your services |
5 | You have a backdoor into a few warehouses |
6 | You hit the Night Markets to score deals when you can |
1d6 | Workspace |
---|---|
1 | Combat Zone gangers who want you exclusively |
2 | Rival Tech trying to steal your customers |
3 | Corporates who want you exclusively |
4 | Larger manufacturer trying to bring you down because your mods are a threat |
5 | Old client who thinks you screwed them over |
6 | Rival Tech trying to beat you out for resources |
Ask these questions to different players about their characters to build existing relationships.
Sometimes known as Maker, this ability acts as a special skill that allows the Tech their truly amazing talents. Whenever you gain a rank in this role ability, you also gain one rank each in two of its Wired forms of Expertise: Field, Upgrade, Fabrication, or Invention.
You are able to handle unfortunate break-downs or dealing with other tech on the fly. Add your Field Expertise ranks to any Electronics and Mechanics checks you make, except those for a Role ability.
Also, as long as you have at least 1 rank of Field Expertise, you may make a temporary repair of an item as a single action instead of the full time and at ¼ of the material cost, but at the same DV. The repair lasts for 10 minutes for each rank of Field Expertise, after which it breaks. You can’t perform this temporary repair on an item more than once before it needs proper repair. You do get to add your Expertise to this roll. After a temporary repair, the DV to take care of it is at least 2 higher than it was and still requires at least as much materials as it would have.
This is the ability to expertly construct any item you’re reasonably familiar with. Make a roll with the appropriate TECH skill and also add your ranks in this Expertise to the result. The DV and the time is the same as for a repair. The cost of the components used up by the process is one price category lower than the completed item. On a failed roll, you spent half the time listed on the attempt before realizing you’d have to start over. No components are lost in the process.
This Expertise requires careful collaboration with the GM. It allows you to come up with entirely new items or new modifications to existing ones. As part of this, you should make a simple schematic for how you imagine it to work. The GM will suggest what it would mean in terms of rules, taking care to not break any game balance while still getting as close as possible to the effect you want.
To design your item, the GM has to decide what price category a constructed one would sell for on the open market. Use the table for this Role Ability to determine the DV you need to beat and the time it will take. Roll the appropriate TECH skill and also add your ranks in this Expertise. Remember that GMs are human beings and able to make mistakes. They might well decide that the roles for the item need to be changed once they’ve seen it in play for a while. Sometimes this means adding to its capabilities, sometimes it means weakening it. The goal is to not have any one character or player get all the spotlight and fun.
Once invented, you can use the blueprints, or show them to another Tech, to create the item with the Fabricate Expertise, or a modification with the Upgrade Expertise.
PSYCHE loss: 12; Max PSYCHE reduction: 4