Friday, December 25, 2015

Welcome my son, welcome to the machine... CLASS


The Archeo - Technician
In this desolate age, the masses turn away from technology or flee before the armies of terrible war machines. Conquered by psychic mutants or those who turn to the arcane arts, whole populations
return to the Stone Age.

But with the sharpness of your mind, technician, you are able to master the might of machines. Who are you to tremble in fear of their revolt? For you can only fear that which you do not understand and the disciplines of technology hold no secrets from you, the engineer of robotic miracles. In a time of war and troubles, on a planet dominated by oppressive tyrants and ravenous alien monsters, who will keep the arts of science and reason alive? You will, technician, you will!

The Technician is an alternate version of the Cleric, designed for science fantasy adventures on a godless planet. Play a Archeo - Technician if you want to manipulate gadgets, robots, and other machines, and blur the lines between flesh and technology.

LOOK

Choose one for each:
Flashing Eyes, Obsessed Eyes, Spectacles.
Greasy Hair, Weird Hat, Wild Hair.
Foil Jumpsuit, Robot Clothes, Technical Uniform.
Emaciated Body, Huge Body, Svelte Body.

STATS

Your maximum HP is 8+Constitution.
Your base damage is d6.

STARTING MOVES

Command of Robots
When you use your machines to communicate with other machines use your machines to communicate with other machines, roll+INT. •On a 10+, you can issue a single command to the machine or robot that it must obey. •On a 7-9, you can parley with the machine or robot by offering it data, power, or proper
usage—no matter what level of intelligence it possesses.

Operate Machines
When you run a prepared operation on one of your machines, roll+INT. •On a 10+, the operation runs smoothly, and may be run again. •On a 7-9, the operation runs, but choose one: After you run it, your machine is drained of power. You cannot run this operation again until you do technical prep work. The operation scrambles your machines—take -1 ongoing to operate machines until the next time you do technical prep work. You draw unwelcome attention or put yourself in a spot. The GM will tell you how. If you are already running operations with ongoing effects, you take -1 to operate machines for each ongoing operation.

Technical Manual
You have possession of a sacred technical manual which explains the use and modification of your machines, allowing you to master them. You start with mastery of three first level operations of your choice and all three automatic operations. Whenever you gain a level, you gain mastery of a new operation of your level or lower.

Technical Prep Work
When you spend uninterrupted time (an hour or so) working on your machines spend uninterrupted time (an hour or so) working on your machines, you:

  • Lose any operations you already have prepared.
  • Prepare all of your automatic operations, which never count against your limit.
  • Prepare new operations of your choice from those you have mastered whose total levels don’t exceed your own level+1.

For each operation you prepare, you must carry one machine to operate it (1 weight each). When you prepare operations, you build or repurpose your machines so you have exactly enough. If someone else operates one of your machines, they can only run the operation once and must defy danger to do so correctly.

Workshop
When you spend time in a technical workshop, you can prepare any operation that you have not mastered. This takes a minimum number of days equal to the operation’s level and if your level is lower than the level of the operation, the GM chooses another requirement:

  • It costs 1,000 coins per level in supplies.
  • It takes twice the minimum amount of time.
  • The project draws unwanted attention.
  • You need several assistants to help you.
  • You need to take something apart first (the GM will tell you what).
  • You need to test it out first.

If you complete this requirement, roll+WIS. •On a 10+, the GM chooses one additional requirement. •On a 7-9, the GM chooses two additional requirements. If you meet these requirements, the operation is prepared as usual. If you don’t, your machine runs out of control.

ALIGNMENT

Choose an alignment:

Evil
Use machines to dominate or control other living creatures.

Good
Use machines to help others with no expectation of reward.

Lawful
Use machines to punish criminals or other socially disruptive elements.

GEAR
Your load is 14+STR. You start with a toolkit (1 weight) and a workshop (4 weight if portable).

Choose your protection:
  • Heavy metal (2 armour, 2 weight).
  • Protective utility suit (1 armour, 1 weight).
  • Ancient/Sacred technical uniform (0 weight).

Choose your weapon:
  • Laser scalpel (hand, 0 weight).
  • Grinder/saw combo (close, 1 weight).

Choose the main characteristic of each of your machines when you prepare them (they are 1 weight each):
  • Antenna dish
  • Box of switches
  • Bundle of wires
  • Coiled tubes
  • Cords and plugs
  • Disc of flashing lights
  • Glove
  • Glowing screen
  • Grill
  • Helmet
  • Keyboard
  • Lens and frame
  • Lever(s)
  • Mask
  • Microphone
  • Motor
  • Rod
  • Sheet of metal cloth
  • Sphere
  • Turntables

BONDS

Fill in the name of a companion in at least one:

_______________ is distrustful of machines. I will prove their value.
_______________ is proof that great things can be achieved without
machines. I must match those achievements with mine own.
_______________ knows where something amazing is hidden. They must
show me!
I must protect _______________ so they can help me with my work. They
understand it.

ADVANCED MOVES

When you gain a level from 2-5, choose from these moves.

Aptitude
Choose one operation. You can prepare and perform that operation as if it was one level lower. A level 1 operation becomes an automatic operation.

Burnout
When you run an operation, on a 10+, you have the option of choosing from the 7-9 list. If you do, you may choose one of these effects as well:

  • The operation’s effects are doubled.
  • The operation’s targets are doubled.

Cyborg
Your machines are all implanted, part of your body. Collectively, they count as 0 weight and cannot be removed without causing you harm.

Electromagnetic Detection
When you wave your instruments around, roll+INT. •On a 10+, you know if there are any machines in sight or hidden nearby, and where they are. •On a 7-9, you can detect the presence of machines and their general direction, but not pinpoint their numbers or location exactly.

Experienced Mechanic
When you discern realities occupied by a machine, on a 7+, ask one extra question about that machine.

Machines for Armour
When you make your machines take the brunt of damage dealt to you make your machines take the brunt of damage dealt to you, the damage is negated, but you must choose one machine with an operation prepared to be ruined. You cannot run that operation again until you do technical prep work.

Multitasker
When you run an operation you ignore the first -1 penalty from ongoing operations.

Reverse Engineering
Choose a spell from another class. You can prepare and run that spell as one of the operations you have mastered.

Technical Catalogue
When you spout lore about machines, robots, or other technological wonders spout lore about machines, robots, or other technological wonders, take +1.


When you gain a level from 6-10, choose from these moves or the level 2-5 moves.

Burnout Control
Replaces: Burnout
When you run an operation, on a 10-11, you have the option of choosing from the 7-9 list. If you do, you may choose one of these effects as well. On a 12+, you get to choose one of these effects for
free:
  • The operation’s effects are doubled
  • The operation’s targets are doubled.

Command Center
Replaces: Multitasker
You ignore the -1 penalty from two operations you run with ongoing effects.

Metaphysical Detection
Requires: Electromagnetic Detection
When you detect machines, you can also detect magical and psychic energies, and distinguish between them and machines.

Multiclass Dabbler
Get one move from another class. Treat your level as one lower for choosing the move.

Smooth Operator
Requires: Aptitude
Choose one operation in addition to the one you picked for aptitude. You can prepare that operation as if it was one level lower.

Sacrificial Machines
Replaces: Machines for Armour
When you choose to let your machines take the brunt of damage dealt to you, the damage is negated and you take +1 forward against the attacker, but you must choose one machine with an operation prepared to be ruined. You cannot run that operation again until you do technical prep work.

The New Flesh
The first time you spend time in your workshop after taking this move, choose a part of your body. When you emerge from your workshop, this part of you has been replaced by machines and possesses special powers (computer brain, radio antennas, tank treads, temperature-resistant plasteel skin, x-ray vision, etc).

Versatility
Requires: Reverse Engineering
Choose a second spell from another class. You can prepare and run that spell as one of the operations you have mastered.

TECHNICAL OPERATIONS

There are too many operations to list, however, many of th operations mimic the spells from the cleric and wizard spell lists. Refer to those lists to get an idea of the functionality of the various operations.

No comments:

Post a Comment