Engineering Field - Info-jack Riggers
Jun 22, 2019 18:52:44 GMT -6
Post by berserkx33 on Jun 22, 2019 18:52:44 GMT -6
Info-jack Riggers
(For more information about Engineering Fields and related rules, consult the following thread: Engineering Field)
Information is an important part of any field, and getting more information is never a bad thing. Info-jack Riggers are the best at getting and transmitting info. You couldn't trust anyone to get ahold of secrets more than the social, digital and info engineers of the Info-jack Riggers.
Gadgets from this field are applied to Cybernetics, Comunication, Record and Playback Devices.
Tier 1 - Amateur
1* Command: Jack In
This Gadget activates when you connect to any digital device.
2* Function: Interface, 5 Charges
When connected to any digital device, you can directly roll your Tech Use + Intelligence scores instead of any specific associated handling skills.
In case of a fail, you have to spend a charge, otherwise you can keep in control.
Tier 2 - DIY
2* Function: Infobases, 3 Charges
When activated, you can replace any single Information based Skill or Background with your Tech Use + Intelligence roll.
1* Function: Video Controller, 3 Charges
When activated, you get +0k1 to any sense related action.
Tier 3 - Enthusiast
2* Command: Direct Message
This Gadget activates when you start a Social Roll.
2* Function: Social Networking, 3 Charges
When activated, choose a target, gain +0k1 on any Social Roll against that target for the next 5 turns.
Tier 4 - Experienced
1* Function: Hacker Shades, 3 Charges
When activated, you can "mentally" enter cyber-space. When in cyber-space you can "physically" interact with information, with tests based on Tech Use + Intelligence. Be cautious though, Daemons exist in Cyber-space, just as much as other Info-jack Riggers, and they might become a random encounter inside Cyber-space where you have to roll to prevent being mentally hacked or temporarily lose 1 resolve point for each failure. Each difficulty level to a test when using this Gadget increases the likelyhood of a random encounter +2k1, if the SM rolls above your Tech Use times 10, they can start a random encounter. Each short rest gives you 1 resolve back that was lost in this manner. A long rest recovers all.
2* Function: Full Scan, 5 Charges
When activated, do a Perception Test and add your Tech Use score to the kept dices.
Tier 5 - Expert
3* Function: Augmented Reality, 2 Charges
Can project digital content on reality as holograms (Similar in effect to Illusion Spells, replace the test scores for Tech Use + Intelligence). Each charge "recasts" the effect if necessary. Otherwise each charge lasts 5 turns.
(For more information about Engineering Fields and related rules, consult the following thread: Engineering Field)
Information is an important part of any field, and getting more information is never a bad thing. Info-jack Riggers are the best at getting and transmitting info. You couldn't trust anyone to get ahold of secrets more than the social, digital and info engineers of the Info-jack Riggers.
Gadgets from this field are applied to Cybernetics, Comunication, Record and Playback Devices.
Tier 1 - Amateur
1* Command: Jack In
This Gadget activates when you connect to any digital device.
2* Function: Interface, 5 Charges
When connected to any digital device, you can directly roll your Tech Use + Intelligence scores instead of any specific associated handling skills.
In case of a fail, you have to spend a charge, otherwise you can keep in control.
Tier 2 - DIY
2* Function: Infobases, 3 Charges
When activated, you can replace any single Information based Skill or Background with your Tech Use + Intelligence roll.
1* Function: Video Controller, 3 Charges
When activated, you get +0k1 to any sense related action.
Tier 3 - Enthusiast
2* Command: Direct Message
This Gadget activates when you start a Social Roll.
2* Function: Social Networking, 3 Charges
When activated, choose a target, gain +0k1 on any Social Roll against that target for the next 5 turns.
Tier 4 - Experienced
1* Function: Hacker Shades, 3 Charges
When activated, you can "mentally" enter cyber-space. When in cyber-space you can "physically" interact with information, with tests based on Tech Use + Intelligence. Be cautious though, Daemons exist in Cyber-space, just as much as other Info-jack Riggers, and they might become a random encounter inside Cyber-space where you have to roll to prevent being mentally hacked or temporarily lose 1 resolve point for each failure. Each difficulty level to a test when using this Gadget increases the likelyhood of a random encounter +2k1, if the SM rolls above your Tech Use times 10, they can start a random encounter. Each short rest gives you 1 resolve back that was lost in this manner. A long rest recovers all.
2* Function: Full Scan, 5 Charges
When activated, do a Perception Test and add your Tech Use score to the kept dices.
Tier 5 - Expert
3* Function: Augmented Reality, 2 Charges
Can project digital content on reality as holograms (Similar in effect to Illusion Spells, replace the test scores for Tech Use + Intelligence). Each charge "recasts" the effect if necessary. Otherwise each charge lasts 5 turns.