Weapon EngineerWeapon Engineers are unique individuals who choose to spend their time making quality weapons and testing them (usually on living beings). They rarely start a business to sell their unique items, but they have been known to sell an occcasional weapon (at very high prices). Their products are very sought after ,and their services very high in demand.
Alignment: Any, but usually miscreant
Attribute Requirements: IQ: 10, a high PP and ME are suggested but not required.
O.C.C. Skills:
Laser (+10%)
Electrical Engineer (+10%)
Mechanical Engineer (+10%)
Weapons Engineer (+20%)
Demolitions (+10%)
Demolitions Disposal (+10%)
Weapons Systems (+20%)
Mathematics: Advanced (+10%)
Computer Operation (+10%)
Literacy (+10%)
Writing (+10%)
Hand to Hand: Basic
O.C.C. Related Skills: Choose eight other skills, but atleast four must be weapon proficiencies. Plus select two additional skills at level three, two at level six, one at level nine, and one at level twelve.
Communications: Any (+10%)
Domestic: None
Electrical: Any (+5%)
Espionage: Any
Mechanical: Any (+10%)
Medical: First aid only
Military: Any (+5%)
Physical: Any, accept acrobatics and gymnastics
Pilot: Any (+5%)
Pilot Related: Any (+5%)
Rogue: Any (+5%)
Science: Any
Technical: Any (+5%)
WP: Any
Wilderness: Any
Secondary Skills: The character also gets to select eight secondary skills from the previous list. These are additional areas of knowledge and do not get the advantage of the bonus listed in parenthesis ().
Signature Weapon:K7-GL (Gattling-Laser)Starting Vehicle:
Gas or electric reinforced car, truck, or van
Class: Personal transport vehicle
Crew: One driver and, one passenger (car), two passengers (truck), or eight passengers (van).
Maximum Speed: 180 mph (288 km) in the car, 120 mph (192 km) in the truck or 90 mph (144 km) in the van.
Engine: Combustion or electric.
Maximum Range: 256 miles (78 km) in the car, 288 miles (88 km) in the truck or 320 miles (98 km) in the van.
Length: Varies
Weight: Varies
M.D.C by Location:
*Body -- 100
**Solid Rubber Tires (4) -- 5 each
*Depleting the armor of the body will destroy the vehicle and possibly blow it up (15% chance).
**Destroying the tires will make steering extreemly difficult (70% chance of a crash), slow the car dramatically and looses its dodge.
Starting Equipment: Any tools necessary to work on weapons.
Armor: Specialized mechanics armor.
MDC: 100
Holds any normal sized tools required to work on weapons (ex. pliers, laser torch, screwdrivers).
Fair Mobility, -5% to prowl because of slight noise caused by tools.
Starting Credits: 1D4x1,000 and can sell gattling laser for a negotiated price or for 160,000 plus 2d4x10,000.
Cybernetics: Starts with 1D4 cybernetic implants, such as a telescopic eye, to aid work done on weapons.