Playbook - Technicien.
You’re the technical support guy.
The Technician uses advanced weaponry (Drones), experimental weapons and systems, and collects data on the Rift and the Alien. The City is keenly interested in learning all it can about the Rift as it is interested in maintaining its access to MIASMA. The technician is there to try to discover ways to manipulate the Rift, possibly at the expense of the rest of humanity.
The Technician will also be able to modify some of the teams equipment to make improvements, sometimes legitimately, sometimes without permission. They will be able to do the later by trading for information and parts with the Research Department or the Market. Using the Market is however against regulations and if discovered may result in demotion or punishment.
The Technician is also in charge of the Team’s communications systems, as well as communications back to the City and their Commander. Due to the Rift, radio is generally not an option, so most teams use multi-span direct laser communications, laser beams linking all the members. The Technician oversights the system and makes sure Team members do not isolate themselves from view. They can do this by using a system of reflectors and repeaters.
At times the City may send along an Oversight Orb, this will be a small flight powered unit that will sit over the Team, above the Fog. The Team’s laser system will include the Orb allowing their Commander to see what is going on, as well as feeding the mission into the City Cleaners League (TV).
Technicians may also gain exotic and advanced systems that will aid the Team in its’ mission, as long as your GM can think of something!
Finally the Technician may be able to ‘adjust’ the monitored data that the City collects on the Teams performance, making things maybe look a little better, removing some things, adjusting costs, salvage finds, and resource use.
Select a 1 to 3 word description to fit each of the following categories.
Select your character's name, generally you only have a single name, you have no family, only the City.
You begin with 0 in all traits. You have 2 points you may allocate, but only 1 per trait. You may deduct -1 from a trait and add it to another, but not so as to make +2.
You begin with:
You may allocate 1 point to your History to one other Team member.
Complete the three starting questions with your Team mates.
You begin with all the Basic Moves and Peripheral Moves and can select 2 of the following.
Several of the Moves require you to have your Toolkit to perform them.
The Technician can adjust the output of a weapon or physical system so that it performs better for this mission, but at a risk of failure or breakage. This will require the expenditure of Resources to implement it. An overloaded weapon always jams if you roll doubles.
10+ You get it working better, the item gains 3 Hold.
7-9 You get it working better, the user gains 2 Hold and gains a Tag (GM option)
6- GM option.
Hold Options, only 1 at a time:
Fix a broken or jammed piece of equipment, or adjust it so that it works under the current conditions where it might not normally. Jammed equipment can be fixed by anyone (see Reboot Move), but Broken equipment requires a Technician. This move takes time, you will need to be Camping or in a secure place.
10+ You fix the equipment.
7-9 You fix it but it has a glitch, add a Tag (GM option) or use an extra Resource.
6- GM option.
Tags: Fragile, Tricky, Hairtrigger, Jumpy, Inaccurate, Rifty, Loud, Explosive etc.
The Technician can use available resources to harden a piece of equipment against interference from the Rift. This is a session based adjustment, and requires the expending of a Resource. That piece of equipment will not jam or break during this session, but you also cannot select that as an optional result to a Move.
The Technician is responsible for maintaining the Team’s comms, and can use that to ensure maximum performance. Once the Tech has setup comms the GM may break it as a GM option to any Move. All encounters are assumed to start with everyone in comms, unless the GM says otherwise.
10+ The whole team has comms.
7-9 Everyone but one has comms. Select one person and they are OoC (not yourself).
OR
One person who was OoC is restored.
6- GM option.
The Technician with this Move will be equipped with a XJ7 Mark 1 BattleNet Computer as part of their normal equipment, this can be used to improve the Team’s performance and to monitor the situation, allowing the Technician to keep the Team informed (as long as they have comms). Hold points gained are lost once the Tech makes any other Move. The Move can be repeated. It requires the expenditure of a Resource each time.
10+ The Tech generates 2 Hold points and may select from the below options.
7-9 The Tech generates 1 Hold and 1 extra Hold for each point of Stress you accept (now).
6- The battle computer is on the fritz, jammed. GM option.
Options:
The Technician will have a Rift Scanner that he can use to take readings and collect data on the Rift for scientists back at the City to examine. You can only scan each Sector once per session. After your mission you may hand in your data and will gain 1 Resource per 4 pts gained. This is separate to Experiments you may be asked to perform.
10+ Gain a good set of readings, gain 3 points.
7-9 Gain barely useful readings, gain 1 point.
6- The Rift is disturbed, lose 2 points or break your scanner.
The Technician is trained with the Echolocation Scanner for detecting the location of Alien forms, and some other hostile lifeforms. They will gain +1 to all rolls using the Scanner (see Basic Move - Sound Check). This only applies if the sound is an alien. They also get the information that the sound is an Alien immediately.
The sensor is good to about 100m, so can see further into the fog than your eyes.
The Technician is responsible for ensuring the Team successfully completes its’ Journey to the various Mission Sites. You will use a laser guidance system (not a GPS, they got knocked out), where you bounce your navigation laser off the City’s sensor array (which you can’t see due to the Fog). This will overlay your position onto an old style digital map of what the City used to look like. Unfortunately the Rift has moved a few things, and continues to do so, hence the need for this Move.
You will still be able to travel to through the various sectors of the City, but there is no guarantee you will get to the right place, at first.
10+ You are on-course
7-9 OK that looks like the right building, but that giant red balloon doesn’t show on the map…
6- This is a one way street with a dead end… GM option.
The technician can hack the data feed collection for the Team to add or remove certain interesting or useful facts. They would do this to try to ‘leech’ resources so they can avoid handing them over to the City. Eg: Salvage collected is normally tracked by the Team’s system, the Technician might reduce the amount of salvage recorded to allow them to trade them with the Market, which gives a better return. You need a RecordHacker device or you will be at -1 for this move.
10+ The technician may alter two values to their advantage.
7-9 The technician may alter a single items value to their advantage, but it will cost them 1 Resource.
6- Things are going a bit wrong, GM option.
The City will have data collections showing expected results, so don’t be un-realistic. Returning without any salvage might be suspicious, but it will also likely be considered a poor performance indicator in itself.
You have learned to recognise good stuff from the ordinary, especially if things are tight. When your team has no Resources left you can sort through the Salvage and find some good stuff.
10+ You can convert 4 Salvage into 1 Resource.
7-9 You can convert 6 Salvage into 1 Resource.
6- GM option.
You gain +1 to Conduct the Experiment moves.
+1 Foward with Drones. one Training.?
You may use your Mind trait instead of Alert. Can use Medium and Heavy Drones.
You gain +1 Forward to Security Move and are able to use the Smartz System.