Tech

Techs maintain and use all the leftover stuff from before the war. They're the people who get cars to run, make wind turbines produce electricity, did through piles of junk to find those last few nuggets of working technology.

The Inventor puts together working and customized gizmos from junk and unrelated parts, improvising up the right gear for the right task. The Gadgeteer advantage is vital, as is Versatile (a flat +1 on all rolls where Gadgeteer applies). You could specialize in on a single skill, but it may be better to buy a range of Engineer skills for a bit of flexibility. Unless you are really specialized, Artificer is probably worth investing a few points in. Also, Gizmos are awesome.

The Repairman (or woman) keeps technology running and restores tech to working order. Artificer is definitively worth bring up to level 4. You've got a lot of skills to pick from, so it may help to go with a theme. For a car mechanic, Mechanic (Gasifier Engine) is vital (Gasifiers will constantly need repairs and are the most common engine type) and Mechanic (Wheeled Vehicles) covers most of the vehicles in the campaign. For a weapons tech, Armory (Small arms) covers every man-portable gun (from flintlock muskets to laser rifles and bazookas); the vehicle mounted stuff falls under Heavy Weapons (from balista to raingun). Electronic systems are somewhat rare, but will increasingly start popping up as the campaign progresses.

The Scientist is less concerned with gear and loot, and more concerned with how the world works. A high IQ is handy; as is Intuitive Mathematician. Electronics Operation (Scientific) is an important secondary skill, and you may want Electronics Repair for the same as well.

The Technophile specializes in using technology rather than building or repairing it. That being said, you'll probably want to pick some repair or design skills related to your focus as secondary skills. Your toys are expensive, so if you want to start with them, keep some points in reserve for more starting gear. Depending on your focus, DX may be more important than IQ, or IQ may be more important.

Attributes:
Strength (ST)1 10 [0]
Dexterity (DX)2 10 [0]
Intelligence (IQ)3 14 [80]
Health (HT)4 11 [10]
Secondary Characteristics:
Damage: Thr:5 1d-2, Sw:6 1d
BL7 20 lbs;
HP8 10 [0]; Will9 14 [0]; Per10 14 [0]; FP11 11 [0]; RP12 10 [0];
Basic Speed13 5.25 [0]; Basic Move14 5 [0].

Advantages:

  • 25 points chosen from among:
    • DX +1 [20],
    • IQ +1 [20],
    • Artificer15 1 or 2 [10 or 20],
    • Eidetic Memory [5] or Photographic Memory [10],
    • Gadgeteer [25] or Gadgeteer (Specialized, p. 20, -50%) [13],
    • Gizmos [5/gizmo]†,
    • Signature Gear [1/item],
    • Single-Minded [5],
    • Versatile [5],
    • or spend points to start with additional gear (p. 28).
  • Another 30 points chosen from among the previous traits or:
    • ST +1 [10],
    • Another DX +1 [20],
    • Another IQ +1 [20],
    • HT +1 or +2 [10 or 20],
    • RP +1 to +11 [1/level],
    • Basic Speed +0.25 to +0.75 [5/+0.25],
    • Artificer 3 or 4 [10 or 20].
    • Absolute Timing [2],
    • Flexibility [5],
    • Hand Cannon 1 or 2 [1 or 2],
    • High Manual Dexterity 1-4 [5/level],
    • Improvised Weapons (any) [1/skill],
    • Intuition [15],
    • Lightning Calculator [2] or Intuitive Mathematician [5],
    • Pitiable [5],
    • Resistant to Disease (+3) [3],
    • Serendipity 1 [15].

† Limited to 3 levels unless you also have Gadgeteer.

Disadvantages:

  • -15 points chosen from among:
    • Will -1 to -3 [-5/level],
    • Per -1 to -3 [-5/level],
    • Absent-Mindedness [-15],
    • Appearance [Varies],
    • Bad Sight (Correctable) [-10],
    • Clueless [-10],
    • Compulsive Gadgeteering [-5*],
    • Curious [-5*],
    • Delusion (“Technology is always safe and fixes all problems!”) [-10],
    • Impulsiveness [-10*],
    • Oblivious [-5],
    • Stubbornness [-5].
  • Another -15 points chosen from among the previous traits or:
    • ST -1 [-10],
    • reduced Basic Speed [-5/-0.25],
    • Charitable [-15*],
    • Chummy [-5] or Gregarious [-10] or Loner [-5*],
    • Easy to Read [-10],
    • Gullibility [-10*],
    • Low Self-Image [-10],
    • Short Attention Span [-10*],
    • Truthfulness [-5*].
  • A further -15 points chosen from among the previous traits or:
    • Greed [-15*],
    • Intolerance (Luddites) [-5],
    • Jealousy [-10],
    • Klutz [-5],
    • Lecherousness [-15*],
    • No Sense of Humor [-10],
    • Overweight [-1] or Skinny [-5],
    • Post-Combat Shakes [-5*],
    • Shyness [Varies],
    • Trickster [-15*].

Disadvantages marked with a * can be bought at different point values depending on self-control number (see pg 120 in the basic set).

Primary Skills:

  • Scrounging (E) Per+1 [2],
  • One of the following 22-point packages:
    • Inventor:
      • Engineer (Artillery, Clockwork, Electrical, Electronics, Materials§, Robotics, Small Arms, or specific vehicle type) (H) IQ+1 [8].
      • Three additional specialties of Engineer, all (H) IQ [4], or spend 4 points for +1 to existing Engineer skill. You may substitute Computer Programming for any of the Engineer options.
      • Spend 2 points for +1 to Scrounging.
    • Repairman:
      • Electrician (A) IQ-1 [1],
      • Machinist (A) IQ-1 [1],
      • Five of
        • Armoury (Body Armor, Heavy Weapons, Melee Weapons, Missile Weapons, Small Arms, or Vehicular Armor) (A) IQ+1 [4],
        • Computer Programming (H) IQ [4],
        • Electronics Repair (Comm, Media, Medical, Scientific, Security, Sensors, or Surveillance) (A) IQ+1 [4],
        • Expert Skill (Robotics) (H) IQ [4]
        • Mechanic (Bio-diesel Engine, Clockwork, Ethanol Engine, Gasifier Engine, Robotics, Rockets, Steam Engine, Tracked, Wheeled, or specific vehicle type) (A) IQ+1 [4],
    • Scientist:
      • Research (A) IQ [2],
      • Five of
        • Biology (VH) IQ-1 [4],
        • Chemistry (H) IQ [4],
        • Expert Skill (Mutants) (H) IQ [4],
        • Hazardous Materials (Biological, Chemical, Mystical, or Radioactive) (A) IQ+1 [4],
        • Naturalist (H) IQ [4],
        • Pharmacy (Synthetic) (H) IQ [4],
        • Physics (VH) IQ-1 [4],
        • Thaumatology (VH) IQ-1 [4],
        • Weather Sense (A) IQ+1 [4],
        • or spend 4 points for +1 to existing skill.
    • Technophile:
      • Five of
        • Computer Programming (H) IQ [4],
        • Driving (Automobile, Motorcycle, or Tracked) (A) DX+1 [4],
        • Electronics Operation (Comm, Media, Medical, Scientific, Security, Sensors, or Surveillance) (A) IQ+1 [4],
        • Explosives (Demolition or EOD) (A) IQ+1 [4],
        • Gunner (any) (E) DX+2 [4],
        • Holdout (A) IQ+1 [4],
        • NBC Suit (A) DX+1 [4],
        • Photography (A) IQ+1 [4],
        • or spend 4 points for +1 to existing skill.
      • One of
        • Airshipman (E) IQ+1 [2],
        • Artillery (A) IQ [2],
        • Seamanship (E) IQ+1 [2],
        • Traps (A) IQ [2],
        • or spend 2 points for +1 to Scrounging.

§ Requires Chemistry as a prerequisite. Make sure you take Chemistry (H) IQ-2 [1] as one of your six secondary skills (from the scientist package) below.

Secondary Skills:

  • Spend six points total on six unchosen primary skills from any skill package, which will each be (E) DX [1], (A) DX-1 [1], (E) IQ [1], (A) IQ-1 [1], (H) IQ-2 [1], or (VH) IQ-3 [1].
  • Two of:
    • Acrobatics (H) DX [4],
    • Boxing (A) DX+1 [4],
    • Brawling (E) DX+2 [4],
    • Broadsword (A) DX+1 [4],
    • Guns (Pistol, Rifle, Shotgun, or SMG) (E) DX+2 [4],
    • Judo (H) DX [4],
    • Shortsword (A) DX+1 [4],
    • Staff (A) DX+1 [4],
    • Throwing (A) DX+1 [4],
    • Wrestling (A) DX+1 [4],
  • Three of:
    • Anthropology (H) IQ-1 [2],
    • Architecture (A) IQ [2],
    • Brainwashing (H) IQ-1 [2],
    • Cartography (A) IQ [2],
    • First Aid (E) IQ+1 [2],
    • Intelligence Analysis (H) IQ-1 [2],
    • Merchant (A) IQ [2],
    • Poisons (H) IQ-1 [2],
    • Psychology (H) IQ-1 [2],
  • One of

Background Skills:

  • Four of
    • Acting (A) IQ-1 [1],
    • Climbing (A) DX-1 [1],
    • Cooking (A) IQ-1 [1],
    • Freight Handling (A) IQ-1 [1],
    • Lockpicking (A) IQ-1 [1],
    • Navigation (Land or Sea) (A) IQ-1 [1],
    • Observation (A) Per-1 [1],
    • Packing (A) IQ-1 [1],
    • Search (A) Per-1 [1],
    • Stealth (A) DX-1 [1],
    • Swimming (E) HT [1],
    • Urban Survival (A) Per-1 [1],
    • or spend 1 point on any unchosen secondary skill.
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