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