Engineer: Difference between revisions
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:''Mining:'' Designing underground structures. ''Defaults:'' {{Explosives (Demolition)-6}} or {{Geology (any)-6}}. | :''Mining:'' Designing underground structures. ''Defaults:'' {{Explosives (Demolition)-6}} or {{Geology (any)-6}}. | ||
''Nanotechnology:'' Designing nanomachines. ''Default:'' {{Mechanic (Nanomachines)-6}}. | :''Nanotechnology:'' Designing nanomachines. ''Default:'' {{Mechanic (Nanomachines)-6}}. | ||
:''Parachronic:'' Designing apparatus for crossing dimensions or timelines. Prerequisite: Physics. ''Default:'' {{Electronics Operation (Parachronic)-6}}, but there is no default if your society has not discovered dimensional | :''Parachronic:'' Designing apparatus for crossing dimensions or timelines. Prerequisite: Physics. ''Default:'' {{Electronics Operation (Parachronic)-6}}, but there is no default if your society has not discovered dimensional travel. | ||
travel. | |||
:''Psychotronics:'' Designing psionic technology, such as telepathic shields and amplifiers. ''Default:'' {{Electronics Operation (Psychotronics)-6}}, but there is no default for individuals from backgrounds where psionics do not exist. | :''Psychotronics:'' Designing psionic technology, such as telepathic shields and amplifiers. ''Default:'' {{Electronics Operation (Psychotronics)-6}}, but there is no default for individuals from backgrounds where psionics do not exist. | ||
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''Modifiers:'' [[Equipment modifiers]]. Up to +5 to build a gadget if you can give the GM a good description of what you want it to do. | ''Modifiers:'' [[Equipment modifiers]]. Up to +5 to build a gadget if you can give the GM a good description of what you want it to do. | ||
{{Design/Invention Skill}} |
Latest revision as of 08:45, 18 January 2014
Defaults: Special.
Prerequisites: Mathematics (Applied) at TL5+, plus others as noted.
This is the ability to design and build technological devices and systems. A successful roll lets you design a new system, diagnose a glitch, identify the purpose of a strange device, or improvise a gadget to solve a problem. Time required for each attempt is up to the GM.
Note that engineers are designers and inventors; they are not necessarily skilled at the routine operation or maintenance of the things they design! For instance, Engineer (Small Arms) lets you design a new assault rifle, but you need Armoury skill to maintain it and Guns skill to shoot it.
You must specialize. Possible fields include:
- Artillery: Designing whatever passes for artillery at your TL, from trebuchets to smart missiles. Default: Armoury (Heavy Weapons)-6.
- Civil: Planning highways, aqueducts, buildings, etc. Default: Architecture-6.
- Clockwork: Designing wind-up gadgetry – watches, mechanical men, and the like. Default: Mechanic (Clockwork)-6.
- Combat: Building or removing fortifications, trenches, etc. Default: Explosives (Demolition)-6.
- Electrical: Designing electrical systems, such as power cells and transmission lines. Default: Electrician-6.
- Electronics: Designing and building electronic apparatus, from computers to starship sensor arrays. (The specific technologies involved – vacuum tubes, transistors, photonics, etc. – will depend on the tech level.) Default: Electronics Repair (any)-6.
- Materials: Concocting new structural materials. Prerequisites: Chemistry or Metallurgy. Defaults: Chemistry-6 or Metallurgy-6.
- Microtechnology: Designing micromachines. Default: Mechanic (Micromachines)-6.
- Mining: Designing underground structures. Defaults: Explosives (Demolition)-6 or Geology (any)-6.
- Nanotechnology: Designing nanomachines. Default: Mechanic (Nanomachines)-6.
- Parachronic: Designing apparatus for crossing dimensions or timelines. Prerequisite: Physics. Default: Electronics Operation (Parachronic)-6, but there is no default if your society has not discovered dimensional travel.
- Psychotronics: Designing psionic technology, such as telepathic shields and amplifiers. Default: Electronics Operation (Psychotronics)-6, but there is no default for individuals from backgrounds where psionics do not exist.
- Robotics: Designing robotics and cybernetics. Default: Mechanic (Robotics)-6.
- Small Arms: Designing personal firearms, such as guns and portable rocket launchers. Default: Armoury (Small Arms)-6.
- Temporal: Designing time machines. Prerequisite: Physics. Default: Electronics Operation (Temporal)-6, but there is no default for individuals from backgrounds without time travel!
- Vehicle Type: Designing a single, broad class of vehicle. Examples include Engineer (Automobiles), Engineer (Ships), and Engineer (Starships). Default: Mechanic (same vehicle type)-6.
Engineer specialties normally default to one another at -4; however, the GM is free to rule that in his campaign, there is no default between exotic specialties (Nanotechnology, Parachronic, Psychotronics, etc.) and more mundane ones (Civil, Combat, Mining, etc.).
Modifiers: Equipment modifiers. Up to +5 to build a gadget if you can give the GM a good description of what you want it to do.
- Skills
- Technological Skills
- Specialty Skills
- IQ/Hard
- IQ-Based Skills
- Armoury (Heavy Weapons)-6
- Architecture-6
- Mechanic (Clockwork)-6
- Explosives (Demolition)-6
- Electrician-6
- Electronics Repair (any)-6
- Chemistry-6
- Metallurgy-6
- Mechanic (Micromachines)-6
- Geology (any)-6
- Mechanic (Nanomachines)-6
- Electronics Operation (Parachronic)-6
- Electronics Operation (Psychotronics)-6
- Mechanic (Robotics)-6
- Armoury (Small Arms)-6
- Electronics Operation (Temporal)-6
- Mechanic (same vehicle type)-6
- Design/Invention Skills