{"name":"Tech","intro_text":"[p]You can\u2019t leave anything alone. If it\u2019s near you for more than five minutes, you\u2019ve disassembled it and made it into something new. You\u2019ve 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\u2019t get the video to run or your interface glitching? No problem.[\/p]\r\n[p]You make your living building, fixing, and modifying \u2014 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 \u201cblack operations.\u201d If you\u2019re any good, you\u2019re making a lot of money. And that money goes into new gadgets, hardware, and information.[\/p]\r\n[p]Your black market work isn\u2019t just making you friends, it\u2019s also racking you up an impressive number of enemies as well \u2014 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\u2019ve fixed up tech for everybody from black ops Corporate samurai to Ms. Zepada down the block. No one\u2019s ever come back to you with a complaint, but that might be because of the turrets guarding your front door. You\u2019re addicted to technology in all its forms and that\u2019s what makes you a Tech.[\/p]\r\n[quote]This City depends on technology to keep everything from going full-on post-apocalypse. And that means everyone depends on me.|Jo\u00e3o \u201cTorch\u201d Barbosa Alv\u00e9s, Owner of Torch\u2019s Total Repairs[\/quote]","lifepath":"[container:wide-cols][container:section][h4]What kind of Tech are you?[\/h4]\r\n[table][tr][th][roll:1d10][\/th][th]Type[\/th][\/tr]\r\n[tr][td]1[\/td][td]Cyberware Technician[\/td][\/tr]\r\n[tr][td]2[\/td][td]Vehicle Mechanic[\/td][\/tr]\r\n[tr][td]3[\/td][td]Jack of All Trades[\/td][\/tr]\r\n[tr][td]4[\/td][td]Small Electronics Technician[\/td][\/tr]\r\n[tr][td]5[\/td][td]Weaponsmith[\/td][\/tr]\r\n[tr][td]6[\/td][td]Crazy Inventor[\/td][\/tr]\r\n[tr][td]7[\/td][td]Robot and Drone Mechanic[\/td][\/tr]\r\n[tr][td]8[\/td][td]Heavy Machinery Mechanic[\/td][\/tr]\r\n[tr][td]9[\/td][td]Scavenger[\/td][\/tr]\r\n[tr][td]10[\/td][td]Nautical Mechanic[\/td][\/tr][\/table][\/container]\r\n[container:section][h4]If any, what of partner do you have?[\/h4]\r\n[table][tr][th][roll:1d6][\/th][th]Collaborator[\/th][\/tr]\r\n[tr][td]1[\/td][td]Family Member[\/td][\/tr]\r\n[tr][td]2[\/td][td]Old Friend[\/td][\/tr]\r\n[tr][td]3[\/td][td]Possible Romantic Partner[\/td][\/tr]\r\n[tr][td]4[\/td][td]Mentor[\/td][\/tr]\r\n[tr][td]5[\/td][td]Secret with gang connections[\/td][\/tr]\r\n[tr][td]6[\/td][td]Secret with corpo connections[\/td][\/tr][\/table][\/container]\r\n[container:section][h4]What\u2019s your workspace like?[\/h4]\r\n[table][tr][th][roll:1d6][\/th][th]Workspace[\/th][\/tr]\r\n[tr][td]1[\/td][td]A mess strewn with blueprint paper[\/td][\/tr]\r\n[tr][td]2[\/td][td]Everything\u2019s color-coded but still a nightmare[\/td][\/tr]\r\n[tr][td]3[\/td][td]Totally digital and obsessively backed up every day[\/td][\/tr]\r\n[tr][td]4[\/td][td]Everything is designed on your Agent[\/td][\/tr]\r\n[tr][td]5[\/td][td]You keep everything, just in case[\/td][\/tr]\r\n[tr][td]6[\/td][td]Only you understand your filing system[\/td][\/tr][\/table][\/container]\r\n[container:section][h4]Who are your main clients?[\/h4]\r\n[table][tr][th][roll:1d6][\/th][th]Client[\/th][\/tr]\r\n[tr][td]1[\/td][td]Local Fixers who sends you clients[\/td][\/tr]\r\n[tr][td]2[\/td][td]Local gangers who also protect your work or home[\/td][\/tr]\r\n[tr][td]3[\/td][td]Corporate Execs who use you for \u201cblack project\u201d work[\/td][\/tr]\r\n[tr][td]4[\/td][td]Local Solos who use you for weapon upkeep[\/td][\/tr]\r\n[tr][td]5[\/td][td]Local Nomads and Fixers who bring you \u201cfound\u201d tech to repair[\/td][\/tr]\r\n[tr][td]6[\/td][td]You work for yourself and sell what you invent\/repair[\/td][\/tr][\/table][\/container]\r\n[container:section][h4]Where do you get supplies?[\/h4]\r\n[table][tr][th][roll:1d6][\/th][th]Supplies[\/th][\/tr]\r\n[tr][td]1[\/td][td]Scavenge the wreckage of abandoned zones[\/td][\/tr]\r\n[tr][td]2[\/td][td]Strip gear from bodies after a firefight[\/td][\/tr]\r\n[tr][td]3[\/td][td]From a local Fixer in exchange for repair work[\/td][\/tr]\r\n[tr][td]4[\/td][td]From Corporate Execs in exchange for your services[\/td][\/tr]\r\n[tr][td]5[\/td][td]You have a backdoor into a few warehouses[\/td][\/tr]\r\n[tr][td]6[\/td][td]You hit the Night Markets to score deals when you can[\/td][\/tr][\/table][\/container]\r\n[container:section][h4]Who\u2019s gunning for you?[\/h4]\r\n[table][tr][th][roll:1d6][\/th][th]Workspace[\/th][\/tr]\r\n[tr][td]1[\/td][td]Combat Zone gangers who want you exclusively[\/td][\/tr]\r\n[tr][td]2[\/td][td]Rival Tech trying to steal your customers[\/td][\/tr]\r\n[tr][td]3[\/td][td]Corporates who want you exclusively[\/td][\/tr]\r\n[tr][td]4[\/td][td]Larger manufacturer trying to bring you down because your mods are a threat[\/td][\/tr]\r\n[tr][td]5[\/td][td]Old client who thinks you screwed them over[\/td][\/tr]\r\n[tr][td]6[\/td][td]Rival Tech trying to beat you out for resources[\/td][\/tr][\/table][\/container]\r\n[container:section][h4]Connection Qustions[\/h4]\r\n[p]Ask these questions to different players about their characters to build existing relationships.[\/p]\r\n[ul][li]What have I built specifically for you?[\/li]\r\n[li]How did you help me get a rare part?[\/li]\r\n[li]What are you hoping to get me to build for you?[\/li][\/ul][\/container][\/container]","role_ability":"[p]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.[\/p]\r\n[hr]\r\n[container:wide-cols][container:section][h3]Field Expertise[\/h3]\r\n[p]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.[\/p]\r\n[p]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 \u00bc 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\u2019t 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.[\/p][\/container]\r\n[container:section][h3]Upgrade Expertise[\/h3]\r\nYou are able to improve on an existing item by modifying it. This requires a roll with the appropriate TECH skill, but you also get to add your ranks in Upgrade Expertise on top of the normal roll.\r\nThe upgrade consumes resources in the same price category as the item itself. For the time it takes and the DV, consult the repair table on page 80. On a failed roll, you waste half that time, but lost none of the components in the process.\r\nAn item can only have 1 upgrade at a time, either chosen from this list or with the approval of the GM:\r\n[ul][li]Lower PSYCHE loss by non-borgware by 1d6 (or 4, chosen at the start of upgrading). This only applies if the typical loss would be 7 or greater.[\/li]\r\n[li]For an item that has slots (for attachments, programs, etc), increase the number of slots by 1.[\/li]\r\n[li]Simplify the item, halving the time for any future repairs.[\/li]\r\n[li]Grant a one-handed weapon the concealable trait if it didn\u2019t have it already.[\/li]\r\n[li]Improve the Quality of a weapon by one grade.[\/li]\r\n[li]Allow an Exotic weapon to fire one variety of non-basic ammunition of its ammunition type.[\/li]\r\n[li]Increase an item\u2019s SP by 1, but only if it had any to begin with.[\/li]\r\n[li]Upgrade a vehicle with something that would only require a Nomad Role Ability of 1.[\/li]\r\n[li]Install an upgrade created by the Invention Expertise of the Tech Role Ability.[\/li][\/ul][\/container]\r\n[container:section][h3]Fabrication Expertise[\/h3]\r\n[p]This is the ability to expertly construct any item you\u2019re 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\u2019d have to start over. No components are lost in the process.[\/p][\/container]\r\n[container:section][h3]Invention Expertise[\/h3]\r\n[p]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.[\/p]\r\n[p]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\u2019ve 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.[\/p]\r\n[p]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.[\/p][\/container][\/container]","starting_weapons_and_armor":"[ul][li][blocklink:1392641] [i]or[\/i] [blocklink:1382111][\/li]\r\n[li]Basic Shotgun Shell Ammunition \u00d7100 or Basic Rifle Ammunition \u00d7100[\/li]\r\n[li][blocklink:1392678][\/li]\r\n[li][blocklink:1392505] (SP11)[\/li]\r\n[li][blocklink:1392507] (SP11)[\/li][\/ul]","starting_outfit":"[ul][li][blocklink:1377817][\/li]\r\n[li][blocklink:1394961][\/li]\r\n[li][blocklink:1392516][\/li]\r\n[li][blocklink:1392653] \u00d75[\/li]\r\n[li][blocklink:1377920][\/li]\r\n[li][blocklink:1392870] \u00d76[\/li]\r\n[li][blocklink:1392872][\/li]\r\n[li]Clothes:[ul][li]Generic Chic: Bottoms \u00d78, Tops \u00d710[\/li]\r\n[li]Leisurewear: Footwear \u00d72[\/li][\/ul][\/li][\/ul]","starting_cyberware":"[ul][li]1 [blocklink:1392639][ul][li][blocklink:1377941][\/li][\/ul][\/li]\r\n[li][blocklink:1392875][\/li]\r\n[li][blocklink:1392877][\/li][\/ul]\r\n[p]PSYCHE loss: 12; Max PSYCHE reduction: 4[\/p]","starting_gear_notes":"\u20ac$400","image":"5456148","tags":"role","isShared":"on","templateId":"15672","blockId":"1392861","world":"0baac2f7-d94e-47c2-a9e3-d2e7bbd18940","folder":"25795"}